@onerjs/core 8.53.5 → 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.
Files changed (841) hide show
  1. package/Animations/animationGroup.d.ts +0 -1
  2. package/Animations/animationGroup.js +0 -1
  3. package/Animations/animationGroup.js.map +1 -1
  4. package/Animations/animationGroup.pure.js +2 -0
  5. package/Animations/animationGroup.pure.js.map +1 -1
  6. package/Animations/runtimeAnimation.js +11 -0
  7. package/Animations/runtimeAnimation.js.map +1 -1
  8. package/Audio/audioSceneComponent.pure.js +1 -1
  9. package/AudioV2/abstractAudio/abstractSound.d.ts +2 -1
  10. package/AudioV2/abstractAudio/abstractSound.js +7 -2
  11. package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
  12. package/AudioV2/abstractAudio/abstractSoundInstance.d.ts +3 -1
  13. package/AudioV2/abstractAudio/abstractSoundInstance.js.map +1 -1
  14. package/AudioV2/abstractAudio/staticSound.d.ts +6 -0
  15. package/AudioV2/abstractAudio/staticSound.js +17 -1
  16. package/AudioV2/abstractAudio/staticSound.js.map +1 -1
  17. package/AudioV2/abstractAudio/staticSoundInstance.d.ts +4 -2
  18. package/AudioV2/abstractAudio/staticSoundInstance.js.map +1 -1
  19. package/AudioV2/abstractAudio/streamingSound.d.ts +6 -0
  20. package/AudioV2/abstractAudio/streamingSound.js +9 -1
  21. package/AudioV2/abstractAudio/streamingSound.js.map +1 -1
  22. package/AudioV2/webAudio/webAudioStaticSound.d.ts +7 -1
  23. package/AudioV2/webAudio/webAudioStaticSound.js +56 -8
  24. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  25. package/AudioV2/webAudio/webAudioStreamingSound.d.ts +3 -1
  26. package/AudioV2/webAudio/webAudioStreamingSound.js +16 -4
  27. package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
  28. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +2 -2
  29. package/BakedVertexAnimation/bakedVertexAnimationManager.js +151 -121
  30. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  31. package/Behaviors/Cameras/interpolatingBehavior.d.ts +17 -2
  32. package/Behaviors/Cameras/interpolatingBehavior.js +53 -23
  33. package/Behaviors/Cameras/interpolatingBehavior.js.map +1 -1
  34. package/Bones/bone.pure.js +3 -3
  35. package/Buffers/buffer.pure.js +0 -12
  36. package/Buffers/buffer.pure.js.map +1 -1
  37. package/Cameras/Inputs/BaseCameraMouseWheelInput.js +141 -126
  38. package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
  39. package/Cameras/Inputs/BaseCameraPointersInput.d.ts +2 -1
  40. package/Cameras/Inputs/BaseCameraPointersInput.js +290 -277
  41. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  42. package/Cameras/Inputs/arcRotateCameraGamepadInput.js +115 -102
  43. package/Cameras/Inputs/arcRotateCameraGamepadInput.js.map +1 -1
  44. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.d.ts +3 -0
  45. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js +334 -273
  46. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
  47. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +273 -258
  48. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  49. package/Cameras/Inputs/arcRotateCameraPointersInput.js +237 -213
  50. package/Cameras/Inputs/arcRotateCameraPointersInput.js.map +1 -1
  51. package/Cameras/Inputs/flyCameraKeyboardInput.js +199 -168
  52. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  53. package/Cameras/Inputs/flyCameraMouseInput.js +243 -229
  54. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  55. package/Cameras/Inputs/followCameraKeyboardMoveInput.js +311 -266
  56. package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
  57. package/Cameras/Inputs/followCameraMouseWheelInput.js +139 -119
  58. package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
  59. package/Cameras/Inputs/followCameraPointersInput.js +239 -203
  60. package/Cameras/Inputs/followCameraPointersInput.js.map +1 -1
  61. package/Cameras/Inputs/freeCameraGamepadInput.js +127 -114
  62. package/Cameras/Inputs/freeCameraGamepadInput.js.map +1 -1
  63. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +278 -244
  64. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  65. package/Cameras/Inputs/freeCameraMouseInput.js +216 -202
  66. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  67. package/Cameras/Inputs/freeCameraMouseWheelInput.js +368 -353
  68. package/Cameras/Inputs/freeCameraMouseWheelInput.js.map +1 -1
  69. package/Cameras/Inputs/freeCameraTouchInput.js +185 -172
  70. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  71. package/Cameras/Inputs/geospatialCameraKeyboardInput.d.ts +2 -0
  72. package/Cameras/Inputs/geospatialCameraKeyboardInput.js +291 -246
  73. package/Cameras/Inputs/geospatialCameraKeyboardInput.js.map +1 -1
  74. package/Cameras/Inputs/geospatialCameraPointersInput.d.ts +11 -1
  75. package/Cameras/Inputs/geospatialCameraPointersInput.js +18 -2
  76. package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
  77. package/Cameras/Inputs/orbitCameraPointersInput.js +112 -96
  78. package/Cameras/Inputs/orbitCameraPointersInput.js.map +1 -1
  79. package/Cameras/VR/vrExperienceHelper.d.ts +0 -2
  80. package/Cameras/VR/vrExperienceHelper.js +0 -2
  81. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  82. package/Cameras/VR/vrExperienceHelper.pure.js +5 -0
  83. package/Cameras/VR/vrExperienceHelper.pure.js.map +1 -1
  84. package/Cameras/arcRotateCamera.pure.js +1559 -1479
  85. package/Cameras/arcRotateCamera.pure.js.map +1 -1
  86. package/Cameras/camera.pure.js +1225 -1178
  87. package/Cameras/camera.pure.js.map +1 -1
  88. package/Cameras/flyCamera.pure.js +369 -351
  89. package/Cameras/flyCamera.pure.js.map +1 -1
  90. package/Cameras/followCamera.pure.js +229 -192
  91. package/Cameras/followCamera.pure.js.map +1 -1
  92. package/Cameras/freeCamera.pure.js +373 -351
  93. package/Cameras/freeCamera.pure.js.map +1 -1
  94. package/Cameras/geospatialCamera.pure.d.ts +30 -7
  95. package/Cameras/geospatialCamera.pure.js +502 -457
  96. package/Cameras/geospatialCamera.pure.js.map +1 -1
  97. package/Cameras/geospatialCameraMovement.js +2 -2
  98. package/Cameras/geospatialCameraMovement.js.map +1 -1
  99. package/Cameras/targetCamera.pure.d.ts +7 -0
  100. package/Cameras/targetCamera.pure.js +550 -509
  101. package/Cameras/targetCamera.pure.js.map +1 -1
  102. package/Cameras/universalCamera.pure.js +98 -85
  103. package/Cameras/universalCamera.pure.js.map +1 -1
  104. package/Collisions/gpuPicker.d.ts +111 -4
  105. package/Collisions/gpuPicker.js +696 -119
  106. package/Collisions/gpuPicker.js.map +1 -1
  107. package/Compute/computeShader.pure.js +372 -355
  108. package/Compute/computeShader.pure.js.map +1 -1
  109. package/Culling/Helper/transformFeedbackBoundingHelper.pure.js +2 -2
  110. package/Decorators/nodeDecorator.d.ts +11 -1
  111. package/Decorators/nodeDecorator.js +43 -6
  112. package/Decorators/nodeDecorator.js.map +1 -1
  113. package/Engines/AbstractEngine/abstractEngine.loadFile.pure.js +8 -0
  114. package/Engines/AbstractEngine/abstractEngine.loadFile.pure.js.map +1 -1
  115. package/Engines/Native/nativeHelpers.js +15 -0
  116. package/Engines/Native/nativeHelpers.js.map +1 -1
  117. package/Engines/Native/nativeInterfaces.d.ts +7 -2
  118. package/Engines/Native/nativeInterfaces.js.map +1 -1
  119. package/Engines/Native/nativeRenderTargetWrapper.d.ts +5 -0
  120. package/Engines/Native/nativeRenderTargetWrapper.js +35 -1
  121. package/Engines/Native/nativeRenderTargetWrapper.js.map +1 -1
  122. package/Engines/Processors/shaderProcessor.js +5 -3
  123. package/Engines/Processors/shaderProcessor.js.map +1 -1
  124. package/Engines/WebGPU/Extensions/engine.videoTexture.pure.js +16 -3
  125. package/Engines/WebGPU/Extensions/engine.videoTexture.pure.js.map +1 -1
  126. package/Engines/WebGPU/webgpuClearQuad.pure.js +7 -1
  127. package/Engines/WebGPU/webgpuClearQuad.pure.js.map +1 -1
  128. package/Engines/abstractEngine.functions.d.ts +8 -2
  129. package/Engines/abstractEngine.functions.js +12 -4
  130. package/Engines/abstractEngine.functions.js.map +1 -1
  131. package/Engines/abstractEngine.pure.d.ts +20 -1
  132. package/Engines/abstractEngine.pure.js +21 -134
  133. package/Engines/abstractEngine.pure.js.map +1 -1
  134. package/Engines/engine.d.ts +208 -0
  135. package/Engines/engine.pure.js +0 -15
  136. package/Engines/engine.pure.js.map +1 -1
  137. package/Engines/nullEngine.pure.d.ts +66 -0
  138. package/Engines/nullEngine.pure.js +97 -0
  139. package/Engines/nullEngine.pure.js.map +1 -1
  140. package/Engines/thinEngine.pure.d.ts +0 -13
  141. package/Engines/thinEngine.pure.js +4 -23
  142. package/Engines/thinEngine.pure.js.map +1 -1
  143. package/Engines/thinNativeEngine.d.ts +0 -1
  144. package/Engines/thinNativeEngine.js +0 -1
  145. package/Engines/thinNativeEngine.js.map +1 -1
  146. package/Engines/thinNativeEngine.pure.d.ts +27 -0
  147. package/Engines/thinNativeEngine.pure.js +383 -17
  148. package/Engines/thinNativeEngine.pure.js.map +1 -1
  149. package/Engines/webgpuEngine.d.ts +1 -0
  150. package/Engines/webgpuEngine.js +1 -0
  151. package/Engines/webgpuEngine.js.map +1 -1
  152. package/Engines/webgpuEngine.pure.d.ts +9 -0
  153. package/Engines/webgpuEngine.pure.js +7 -0
  154. package/Engines/webgpuEngine.pure.js.map +1 -1
  155. package/FlowGraph/flowGraph.js +9 -0
  156. package/FlowGraph/flowGraph.js.map +1 -1
  157. package/FlowGraph/flowGraphContext.js +597 -584
  158. package/FlowGraph/flowGraphContext.js.map +1 -1
  159. package/FlowGraph/flowGraphDataConnection.pure.d.ts +14 -0
  160. package/FlowGraph/flowGraphDataConnection.pure.js +38 -1
  161. package/FlowGraph/flowGraphDataConnection.pure.js.map +1 -1
  162. package/FlowGraph/serialization.d.ts +11 -0
  163. package/FlowGraph/serialization.js +11 -1
  164. package/FlowGraph/serialization.js.map +1 -1
  165. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.pure.js +182 -170
  166. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.pure.js.map +1 -1
  167. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.pure.js +196 -184
  168. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.pure.js.map +1 -1
  169. package/FrameGraph/Node/Blocks/Layers/selectionOutlineLayerBlock.pure.js +222 -210
  170. package/FrameGraph/Node/Blocks/Layers/selectionOutlineLayerBlock.pure.js.map +1 -1
  171. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +123 -111
  172. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
  173. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js +158 -146
  174. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js.map +1 -1
  175. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.pure.js +63 -51
  176. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.pure.js.map +1 -1
  177. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.pure.js +122 -110
  178. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.pure.js.map +1 -1
  179. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.pure.js +76 -64
  180. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.pure.js.map +1 -1
  181. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.pure.js +89 -77
  182. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.pure.js.map +1 -1
  183. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.pure.js +134 -122
  184. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.pure.js.map +1 -1
  185. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.pure.js +58 -46
  186. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.pure.js.map +1 -1
  187. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.pure.js +107 -95
  188. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.pure.js.map +1 -1
  189. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.pure.js +181 -169
  190. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.pure.js.map +1 -1
  191. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.pure.js +63 -51
  192. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.pure.js.map +1 -1
  193. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.pure.js +63 -51
  194. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.pure.js.map +1 -1
  195. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.pure.js +76 -64
  196. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.pure.js.map +1 -1
  197. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.pure.js +246 -234
  198. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.pure.js.map +1 -1
  199. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.pure.js +108 -96
  200. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.pure.js.map +1 -1
  201. package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.pure.js +87 -75
  202. package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.pure.js.map +1 -1
  203. package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.pure.js +76 -64
  204. package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.pure.js.map +1 -1
  205. package/FrameGraph/Node/Blocks/PostProcesses/ssao2PostProcessBlock.pure.js +313 -301
  206. package/FrameGraph/Node/Blocks/PostProcesses/ssao2PostProcessBlock.pure.js.map +1 -1
  207. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.pure.js +502 -490
  208. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.pure.js.map +1 -1
  209. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.pure.js +147 -135
  210. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.pure.js.map +1 -1
  211. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.pure.js +90 -78
  212. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.pure.js.map +1 -1
  213. package/FrameGraph/Node/Blocks/PostProcesses/volumetricLightingBlock.pure.js +179 -167
  214. package/FrameGraph/Node/Blocks/PostProcesses/volumetricLightingBlock.pure.js.map +1 -1
  215. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +462 -451
  216. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  217. package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.js +265 -253
  218. package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.js.map +1 -1
  219. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.pure.js +204 -192
  220. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.pure.js.map +1 -1
  221. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js +611 -550
  222. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js.map +1 -1
  223. package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.pure.js +320 -308
  224. package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.pure.js.map +1 -1
  225. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.pure.js +87 -75
  226. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.pure.js.map +1 -1
  227. package/FrameGraph/Node/Blocks/Textures/clearBlock.pure.js +154 -142
  228. package/FrameGraph/Node/Blocks/Textures/clearBlock.pure.js.map +1 -1
  229. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.pure.js +150 -138
  230. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.pure.js.map +1 -1
  231. package/FrameGraph/Node/Blocks/inputBlock.pure.js +270 -256
  232. package/FrameGraph/Node/Blocks/inputBlock.pure.js.map +1 -1
  233. package/FrameGraph/Node/Blocks/lightingVolumeBlock.pure.js +95 -83
  234. package/FrameGraph/Node/Blocks/lightingVolumeBlock.pure.js.map +1 -1
  235. package/FrameGraph/Node/nodeRenderGraph.js +715 -693
  236. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  237. package/FrameGraph/Node/nodeRenderGraphBlock.js +548 -533
  238. package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
  239. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.d.ts +2 -2
  240. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js +43 -51
  241. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js.map +1 -1
  242. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.d.ts +0 -1
  243. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.js +0 -1
  244. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.js.map +1 -1
  245. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.d.ts +0 -1
  246. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.js +66 -35
  247. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.js.map +1 -1
  248. package/Helpers/environmentHelper.js +2 -2
  249. package/Helpers/environmentHelper.js.map +1 -1
  250. package/Layers/effectLayer.js +529 -519
  251. package/Layers/effectLayer.js.map +1 -1
  252. package/Layers/glowLayer.pure.js +428 -413
  253. package/Layers/glowLayer.pure.js.map +1 -1
  254. package/Layers/highlightLayer.pure.js +473 -458
  255. package/Layers/highlightLayer.pure.js.map +1 -1
  256. package/Layers/selectionOutlineLayer.pure.js +360 -345
  257. package/Layers/selectionOutlineLayer.pure.js.map +1 -1
  258. package/Lights/Clustered/clusteredLightContainer.pure.d.ts +1 -1
  259. package/Lights/Clustered/clusteredLightContainer.pure.js +583 -558
  260. package/Lights/Clustered/clusteredLightContainer.pure.js.map +1 -1
  261. package/Lights/Shadows/shadowGenerator.js +6 -1
  262. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  263. package/Lights/areaLight.pure.js +61 -39
  264. package/Lights/areaLight.pure.js.map +1 -1
  265. package/Lights/directionalLight.pure.js +308 -284
  266. package/Lights/directionalLight.pure.js.map +1 -1
  267. package/Lights/hemisphericLight.pure.js +123 -104
  268. package/Lights/hemisphericLight.pure.js.map +1 -1
  269. package/Lights/light.d.ts +5 -3
  270. package/Lights/light.js +869 -827
  271. package/Lights/light.js.map +1 -1
  272. package/Lights/pointLight.pure.js +185 -174
  273. package/Lights/pointLight.pure.js.map +1 -1
  274. package/Lights/rectAreaLight.pure.d.ts +17 -0
  275. package/Lights/rectAreaLight.pure.js +238 -159
  276. package/Lights/rectAreaLight.pure.js.map +1 -1
  277. package/Lights/shadowLight.js +280 -268
  278. package/Lights/shadowLight.js.map +1 -1
  279. package/Lights/spotLight.pure.js +460 -427
  280. package/Lights/spotLight.pure.js.map +1 -1
  281. package/Loading/Plugins/babylonFileLoader.pure.js +17 -5
  282. package/Loading/Plugins/babylonFileLoader.pure.js.map +1 -1
  283. package/Loading/sceneLoader.d.ts +5 -1
  284. package/Loading/sceneLoader.js +299 -402
  285. package/Loading/sceneLoader.js.map +1 -1
  286. package/Materials/Background/backgroundMaterial.pure.d.ts +18 -18
  287. package/Materials/Background/backgroundMaterial.pure.js +949 -794
  288. package/Materials/Background/backgroundMaterial.pure.js.map +1 -1
  289. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.d.ts +15 -0
  290. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js +34 -1
  291. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js.map +1 -1
  292. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.d.ts +9 -0
  293. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js +26 -2
  294. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js.map +1 -1
  295. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.pure.d.ts +2 -1
  296. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.pure.js +169 -149
  297. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.pure.js.map +1 -1
  298. package/Materials/Node/Blocks/Dual/imageSourceBlock.pure.js +1 -1
  299. package/Materials/Node/Blocks/Dual/lightBlock.pure.js +442 -429
  300. package/Materials/Node/Blocks/Dual/lightBlock.pure.js.map +1 -1
  301. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.pure.js +396 -383
  302. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.pure.js.map +1 -1
  303. package/Materials/Node/Blocks/Dual/sceneDepthBlock.pure.js +237 -220
  304. package/Materials/Node/Blocks/Dual/sceneDepthBlock.pure.js.map +1 -1
  305. package/Materials/Node/Blocks/Dual/textureBlock.pure.js +1 -1
  306. package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.pure.js +150 -133
  307. package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.pure.js.map +1 -1
  308. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.js +265 -250
  309. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.js.map +1 -1
  310. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.pure.js +159 -142
  311. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.pure.js.map +1 -1
  312. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.pure.js +214 -201
  313. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.pure.js.map +1 -1
  314. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.pure.js +419 -400
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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 Camera } from \"../Cameras/camera.pure\";\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 { type Nullable } from \"../types\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { Node } from \"../node\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\n/**\r\n * A directional light is defined by a direction (what a surprise!).\r\n * The light is emitted from everywhere in the specified direction, and has an infinite range.\r\n * An example of a directional light is when a distance planet is lit by the apparently parallel lines of light from its sun. Light in a downward direction will light the top of an object.\r\n * Documentation: https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n */\r\nexport class DirectionalLight extends ShadowLight {\r\n private _shadowFrustumSize = 0;\r\n /**\r\n * Fix frustum size for the shadow generation. This is disabled if the value is 0.\r\n */\r\n @serialize()\r\n public get shadowFrustumSize(): number {\r\n return this._shadowFrustumSize;\r\n }\r\n /**\r\n * Specifies a fix frustum size for the shadow generation.\r\n */\r\n public set shadowFrustumSize(value: number) {\r\n this._shadowFrustumSize = value;\r\n this.forceProjectionMatrixCompute();\r\n }\r\n\r\n private _shadowOrthoScale = 0.1;\r\n /**\r\n * Gets the shadow projection scale against the optimal computed one.\r\n * 0.1 by default which means that the projection window is increase by 10% from the optimal size.\r\n * This does not impact in fixed frustum size (shadowFrustumSize being set)\r\n */\r\n @serialize()\r\n public get shadowOrthoScale(): number {\r\n return this._shadowOrthoScale;\r\n }\r\n /**\r\n * Sets the shadow projection scale against the optimal computed one.\r\n * 0.1 by default which means that the projection window is increase by 10% from the optimal size.\r\n * This does not impact in fixed frustum size (shadowFrustumSize being set)\r\n */\r\n public set shadowOrthoScale(value: number) {\r\n this._shadowOrthoScale = value;\r\n this.forceProjectionMatrixCompute();\r\n }\r\n\r\n /**\r\n * Automatically compute the projection matrix to best fit (including all the casters)\r\n * on each frame.\r\n */\r\n @serialize()\r\n public autoUpdateExtends = true;\r\n\r\n /**\r\n * Automatically compute the shadowMinZ and shadowMaxZ for the projection matrix to best fit (including all the casters)\r\n * on each frame. autoUpdateExtends must be set to true for this to work\r\n */\r\n @serialize()\r\n public autoCalcShadowZBounds = false;\r\n\r\n // Cache\r\n @serialize(\"orthoLeft\")\r\n private _orthoLeft = Number.MAX_VALUE;\r\n @serialize(\"orthoRight\")\r\n private _orthoRight = Number.MIN_VALUE;\r\n @serialize(\"orthoTop\")\r\n private _orthoTop = Number.MIN_VALUE;\r\n @serialize(\"orthoBottom\")\r\n private _orthoBottom = Number.MAX_VALUE;\r\n\r\n /**\r\n * Gets or sets the orthoLeft property used to build the light frustum\r\n */\r\n public get orthoLeft(): number {\r\n return this._orthoLeft;\r\n }\r\n\r\n public set orthoLeft(left: number) {\r\n this._orthoLeft = left;\r\n }\r\n\r\n /**\r\n * Gets or sets the orthoRight property used to build the light frustum\r\n */\r\n public get orthoRight(): number {\r\n return this._orthoRight;\r\n }\r\n\r\n public set orthoRight(right: number) {\r\n this._orthoRight = right;\r\n }\r\n\r\n /**\r\n * Gets or sets the orthoTop property used to build the light frustum\r\n */\r\n public get orthoTop(): number {\r\n return this._orthoTop;\r\n }\r\n\r\n public set orthoTop(top: number) {\r\n this._orthoTop = top;\r\n }\r\n\r\n /**\r\n * Gets or sets the orthoBottom property used to build the light frustum\r\n */\r\n public get orthoBottom(): number {\r\n return this._orthoBottom;\r\n }\r\n\r\n public set orthoBottom(bottom: number) {\r\n this._orthoBottom = bottom;\r\n }\r\n\r\n /**\r\n * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).\r\n * The directional light is emitted from everywhere in the given direction.\r\n * It can cast shadows.\r\n * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n * @param name The friendly name of the light\r\n * @param direction The direction of the light\r\n * @param scene The scene the light belongs to\r\n * @param dontAddToScene True to not add the light to the scene\r\n */\r\n constructor(name: string, direction: Vector3, scene?: Scene, dontAddToScene?: boolean) {\r\n super(name, scene, dontAddToScene);\r\n this.position = direction.scale(-1.0);\r\n this.direction = direction;\r\n }\r\n\r\n /**\r\n * Returns the string \"DirectionalLight\".\r\n * @returns The class name\r\n */\r\n public override getClassName(): string {\r\n return \"DirectionalLight\";\r\n }\r\n\r\n /**\r\n * Returns the integer 1.\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_DIRECTIONALLIGHT;\r\n }\r\n\r\n /**\r\n * Sets the passed matrix \"matrix\" as projection matrix for the shadows cast by the light according to the passed view matrix.\r\n * Returns the DirectionalLight Shadow projection matrix.\r\n * @param matrix\r\n * @param viewMatrix\r\n * @param renderList\r\n */\r\n protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void {\r\n if (this.shadowFrustumSize > 0) {\r\n this._setDefaultFixedFrustumShadowProjectionMatrix(matrix);\r\n } else {\r\n this._setDefaultAutoExtendShadowProjectionMatrix(matrix, viewMatrix, renderList);\r\n }\r\n }\r\n\r\n /**\r\n * Sets the passed matrix \"matrix\" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.\r\n * Returns the DirectionalLight Shadow projection matrix.\r\n * @param matrix\r\n */\r\n protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void {\r\n const activeCamera = this.getScene().activeCamera;\r\n\r\n Matrix.OrthoLHToRef(\r\n this.shadowFrustumSize,\r\n this.shadowFrustumSize,\r\n this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera ? activeCamera.minZ : Constants.ShadowMinZ,\r\n this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera ? activeCamera.maxZ : Constants.ShadowMaxZ,\r\n matrix,\r\n this.getScene().getEngine().isNDCHalfZRange\r\n );\r\n }\r\n\r\n /**\r\n * Sets the passed matrix \"matrix\" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.\r\n * Returns the DirectionalLight Shadow projection matrix.\r\n * @param matrix\r\n * @param viewMatrix\r\n * @param renderList\r\n */\r\n protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void {\r\n const activeCamera = this.getScene().activeCamera;\r\n\r\n // Check extends\r\n if (this.autoUpdateExtends || this._orthoLeft === Number.MAX_VALUE) {\r\n const tempVector3 = Vector3.Zero();\r\n\r\n this._orthoLeft = Number.MAX_VALUE;\r\n this._orthoRight = -Number.MAX_VALUE;\r\n this._orthoTop = -Number.MAX_VALUE;\r\n this._orthoBottom = Number.MAX_VALUE;\r\n\r\n let shadowMinZ = Number.MAX_VALUE;\r\n let shadowMaxZ = -Number.MAX_VALUE;\r\n\r\n for (let meshIndex = 0; meshIndex < renderList.length; meshIndex++) {\r\n const mesh = renderList[meshIndex];\r\n\r\n if (!mesh) {\r\n continue;\r\n }\r\n\r\n const boundingInfo = mesh.getBoundingInfo();\r\n const boundingBox = boundingInfo.boundingBox;\r\n\r\n for (let index = 0; index < boundingBox.vectorsWorld.length; index++) {\r\n Vector3.TransformCoordinatesToRef(boundingBox.vectorsWorld[index], viewMatrix, tempVector3);\r\n\r\n if (tempVector3.x < this._orthoLeft) {\r\n this._orthoLeft = tempVector3.x;\r\n }\r\n if (tempVector3.y < this._orthoBottom) {\r\n this._orthoBottom = tempVector3.y;\r\n }\r\n\r\n if (tempVector3.x > this._orthoRight) {\r\n this._orthoRight = tempVector3.x;\r\n }\r\n if (tempVector3.y > this._orthoTop) {\r\n this._orthoTop = tempVector3.y;\r\n }\r\n if (this.autoCalcShadowZBounds) {\r\n if (tempVector3.z < shadowMinZ) {\r\n shadowMinZ = tempVector3.z;\r\n }\r\n if (tempVector3.z > shadowMaxZ) {\r\n shadowMaxZ = tempVector3.z;\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (this.autoCalcShadowZBounds) {\r\n this._shadowMinZ = shadowMinZ;\r\n this._shadowMaxZ = shadowMaxZ;\r\n }\r\n }\r\n\r\n const xOffset = this._orthoRight - this._orthoLeft;\r\n const yOffset = this._orthoTop - this._orthoBottom;\r\n\r\n const minZ = this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera?.minZ || Constants.ShadowMinZ;\r\n const maxZ = this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera?.maxZ || Constants.ShadowMaxZ;\r\n\r\n const useReverseDepthBuffer = this.getScene().getEngine().useReverseDepthBuffer;\r\n\r\n Matrix.OrthoOffCenterLHToRef(\r\n this._orthoLeft - xOffset * this.shadowOrthoScale,\r\n this._orthoRight + xOffset * this.shadowOrthoScale,\r\n this._orthoBottom - yOffset * this.shadowOrthoScale,\r\n this._orthoTop + yOffset * this.shadowOrthoScale,\r\n useReverseDepthBuffer ? maxZ : minZ,\r\n useReverseDepthBuffer ? minZ : maxZ,\r\n matrix,\r\n this.getScene().getEngine().isNDCHalfZRange\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(\"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 object with the DirectionalLight transformed position (or position if not parented) and the passed name.\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 directional light\r\n */\r\n public transferToEffect(effect: Effect, lightIndex: string): DirectionalLight {\r\n if (this.computeTransformedInformation()) {\r\n this._uniformBuffer.updateFloat4(\"vLightData\", this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z, 1, lightIndex);\r\n return this;\r\n }\r\n this._uniformBuffer.updateFloat4(\"vLightData\", this.direction.x, this.direction.y, this.direction.z, 1, lightIndex);\r\n return this;\r\n }\r\n\r\n public transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light {\r\n if (this.computeTransformedInformation()) {\r\n effect.setFloat3(lightDataUniformName, this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z);\r\n return this;\r\n }\r\n\r\n effect.setFloat3(lightDataUniformName, this.direction.x, this.direction.y, this.direction.z);\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets the minZ used for shadow according to both the scene and the light.\r\n *\r\n * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being\r\n * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.\r\n * (when not using reverse depth buffer / NDC half Z range)\r\n * @param _activeCamera The camera we are returning the min for (not used)\r\n * @returns the depth min z\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public override getDepthMinZ(_activeCamera: Nullable<Camera>): number {\r\n const engine = this._scene.getEngine();\r\n return !engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n }\r\n\r\n /**\r\n * Gets the maxZ used for shadow according to both the scene and the light.\r\n *\r\n * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being\r\n * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.\r\n * (when not using reverse depth buffer / NDC half Z range)\r\n * @param _activeCamera The camera we are returning the max for\r\n * @returns the depth max z\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public override getDepthMaxZ(_activeCamera: Nullable<Camera>): number {\r\n const engine = this._scene.getEngine();\r\n return engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\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[\"DIRLIGHT\" + lightIndex] = true;\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for directionalLight.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterDirectionalLight(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n Node.AddNodeConstructor(\"Light_Type_1\", (name, scene) => {\r\n return () => new DirectionalLight(name, Vector3.Zero(), scene);\r\n });\r\n\r\n // Register Class Name\r\n RegisterClass(\"BABYLON.DirectionalLight\", DirectionalLight);\r\n}\r\n"]}
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 Camera } from \"../Cameras/camera.pure\";\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 { type Nullable } from \"../types\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { Node } from \"../node\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\n/**\r\n * A directional light is defined by a direction (what a surprise!).\r\n * The light is emitted from everywhere in the specified direction, and has an infinite range.\r\n * An example of a directional light is when a distance planet is lit by the apparently parallel lines of light from its sun. Light in a downward direction will light the top of an object.\r\n * Documentation: https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n */\r\nexport class DirectionalLight extends ShadowLight {\r\n private _shadowFrustumSize = 0;\r\n /**\r\n * Fix frustum size for the shadow generation. This is disabled if the value is 0.\r\n */\r\n @serialize()\r\n public get shadowFrustumSize(): number {\r\n return this._shadowFrustumSize;\r\n }\r\n /**\r\n * Specifies a fix frustum size for the shadow generation.\r\n */\r\n public set shadowFrustumSize(value: number) {\r\n this._shadowFrustumSize = value;\r\n this.forceProjectionMatrixCompute();\r\n }\r\n\r\n private _shadowOrthoScale = 0.1;\r\n /**\r\n * Gets the shadow projection scale against the optimal computed one.\r\n * 0.1 by default which means that the projection window is increase by 10% from the optimal size.\r\n * This does not impact in fixed frustum size (shadowFrustumSize being set)\r\n */\r\n @serialize()\r\n public get shadowOrthoScale(): number {\r\n return this._shadowOrthoScale;\r\n }\r\n /**\r\n * Sets the shadow projection scale against the optimal computed one.\r\n * 0.1 by default which means that the projection window is increase by 10% from the optimal size.\r\n * This does not impact in fixed frustum size (shadowFrustumSize being set)\r\n */\r\n public set shadowOrthoScale(value: number) {\r\n this._shadowOrthoScale = value;\r\n this.forceProjectionMatrixCompute();\r\n }\r\n\r\n /**\r\n * Automatically compute the projection matrix to best fit (including all the casters)\r\n * on each frame.\r\n */\r\n @serialize()\r\n public autoUpdateExtends = true;\r\n\r\n /**\r\n * Automatically compute the shadowMinZ and shadowMaxZ for the projection matrix to best fit (including all the casters)\r\n * on each frame. autoUpdateExtends must be set to true for this to work\r\n */\r\n @serialize()\r\n public autoCalcShadowZBounds = false;\r\n\r\n // Cache\r\n @serialize(\"orthoLeft\")\r\n private _orthoLeft = Number.MAX_VALUE;\r\n @serialize(\"orthoRight\")\r\n private _orthoRight = Number.MIN_VALUE;\r\n @serialize(\"orthoTop\")\r\n private _orthoTop = Number.MIN_VALUE;\r\n @serialize(\"orthoBottom\")\r\n private _orthoBottom = Number.MAX_VALUE;\r\n\r\n /**\r\n * Gets or sets the orthoLeft property used to build the light frustum\r\n */\r\n public get orthoLeft(): number {\r\n return this._orthoLeft;\r\n }\r\n\r\n public set orthoLeft(left: number) {\r\n this._orthoLeft = left;\r\n }\r\n\r\n /**\r\n * Gets or sets the orthoRight property used to build the light frustum\r\n */\r\n public get orthoRight(): number {\r\n return this._orthoRight;\r\n }\r\n\r\n public set orthoRight(right: number) {\r\n this._orthoRight = right;\r\n }\r\n\r\n /**\r\n * Gets or sets the orthoTop property used to build the light frustum\r\n */\r\n public get orthoTop(): number {\r\n return this._orthoTop;\r\n }\r\n\r\n public set orthoTop(top: number) {\r\n this._orthoTop = top;\r\n }\r\n\r\n /**\r\n * Gets or sets the orthoBottom property used to build the light frustum\r\n */\r\n public get orthoBottom(): number {\r\n return this._orthoBottom;\r\n }\r\n\r\n public set orthoBottom(bottom: number) {\r\n this._orthoBottom = bottom;\r\n }\r\n\r\n /**\r\n * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).\r\n * The directional light is emitted from everywhere in the given direction.\r\n * It can cast shadows.\r\n * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n * @param name The friendly name of the light\r\n * @param direction The direction of the light\r\n * @param scene The scene the light belongs to\r\n * @param dontAddToScene True to not add the light to the scene\r\n */\r\n constructor(name: string, direction: Vector3, scene?: Scene, dontAddToScene?: boolean) {\r\n super(name, scene, dontAddToScene);\r\n this.position = direction.scale(-1.0);\r\n this.direction = direction;\r\n }\r\n\r\n /**\r\n * Returns the string \"DirectionalLight\".\r\n * @returns The class name\r\n */\r\n public override getClassName(): string {\r\n return \"DirectionalLight\";\r\n }\r\n\r\n /**\r\n * Returns the integer 1.\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_DIRECTIONALLIGHT;\r\n }\r\n\r\n /**\r\n * Sets the passed matrix \"matrix\" as projection matrix for the shadows cast by the light according to the passed view matrix.\r\n * Returns the DirectionalLight Shadow projection matrix.\r\n * @param matrix\r\n * @param viewMatrix\r\n * @param renderList\r\n */\r\n protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void {\r\n if (this.shadowFrustumSize > 0) {\r\n this._setDefaultFixedFrustumShadowProjectionMatrix(matrix);\r\n } else {\r\n this._setDefaultAutoExtendShadowProjectionMatrix(matrix, viewMatrix, renderList);\r\n }\r\n }\r\n\r\n /**\r\n * Sets the passed matrix \"matrix\" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.\r\n * Returns the DirectionalLight Shadow projection matrix.\r\n * @param matrix\r\n */\r\n protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void {\r\n const activeCamera = this.getScene().activeCamera;\r\n\r\n Matrix.OrthoLHToRef(\r\n this.shadowFrustumSize,\r\n this.shadowFrustumSize,\r\n this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera ? activeCamera.minZ : Constants.ShadowMinZ,\r\n this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera ? activeCamera.maxZ : Constants.ShadowMaxZ,\r\n matrix,\r\n this.getScene().getEngine().isNDCHalfZRange\r\n );\r\n }\r\n\r\n /**\r\n * Sets the passed matrix \"matrix\" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.\r\n * Returns the DirectionalLight Shadow projection matrix.\r\n * @param matrix\r\n * @param viewMatrix\r\n * @param renderList\r\n */\r\n protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void {\r\n const activeCamera = this.getScene().activeCamera;\r\n\r\n // Check extends\r\n if (this.autoUpdateExtends || this._orthoLeft === Number.MAX_VALUE) {\r\n const tempVector3 = Vector3.Zero();\r\n\r\n this._orthoLeft = Number.MAX_VALUE;\r\n this._orthoRight = -Number.MAX_VALUE;\r\n this._orthoTop = -Number.MAX_VALUE;\r\n this._orthoBottom = Number.MAX_VALUE;\r\n\r\n let shadowMinZ = Number.MAX_VALUE;\r\n let shadowMaxZ = -Number.MAX_VALUE;\r\n\r\n for (let meshIndex = 0; meshIndex < renderList.length; meshIndex++) {\r\n const mesh = renderList[meshIndex];\r\n\r\n if (!mesh) {\r\n continue;\r\n }\r\n\r\n const boundingInfo = mesh.getBoundingInfo();\r\n const boundingBox = boundingInfo.boundingBox;\r\n\r\n for (let index = 0; index < boundingBox.vectorsWorld.length; index++) {\r\n Vector3.TransformCoordinatesToRef(boundingBox.vectorsWorld[index], viewMatrix, tempVector3);\r\n\r\n if (tempVector3.x < this._orthoLeft) {\r\n this._orthoLeft = tempVector3.x;\r\n }\r\n if (tempVector3.y < this._orthoBottom) {\r\n this._orthoBottom = tempVector3.y;\r\n }\r\n\r\n if (tempVector3.x > this._orthoRight) {\r\n this._orthoRight = tempVector3.x;\r\n }\r\n if (tempVector3.y > this._orthoTop) {\r\n this._orthoTop = tempVector3.y;\r\n }\r\n if (this.autoCalcShadowZBounds) {\r\n if (tempVector3.z < shadowMinZ) {\r\n shadowMinZ = tempVector3.z;\r\n }\r\n if (tempVector3.z > shadowMaxZ) {\r\n shadowMaxZ = tempVector3.z;\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (this.autoCalcShadowZBounds) {\r\n this._shadowMinZ = shadowMinZ;\r\n this._shadowMaxZ = shadowMaxZ;\r\n }\r\n }\r\n\r\n const xOffset = this._orthoRight - this._orthoLeft;\r\n const yOffset = this._orthoTop - this._orthoBottom;\r\n\r\n const minZ = this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera?.minZ || Constants.ShadowMinZ;\r\n const maxZ = this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera?.maxZ || Constants.ShadowMaxZ;\r\n\r\n const useReverseDepthBuffer = this.getScene().getEngine().useReverseDepthBuffer;\r\n\r\n Matrix.OrthoOffCenterLHToRef(\r\n this._orthoLeft - xOffset * this.shadowOrthoScale,\r\n this._orthoRight + xOffset * this.shadowOrthoScale,\r\n this._orthoBottom - yOffset * this.shadowOrthoScale,\r\n this._orthoTop + yOffset * this.shadowOrthoScale,\r\n useReverseDepthBuffer ? maxZ : minZ,\r\n useReverseDepthBuffer ? minZ : maxZ,\r\n matrix,\r\n this.getScene().getEngine().isNDCHalfZRange\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(\"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 object with the DirectionalLight transformed position (or position if not parented) and the passed name.\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 directional light\r\n */\r\n public transferToEffect(effect: Effect, lightIndex: string): DirectionalLight {\r\n if (this.computeTransformedInformation()) {\r\n this._uniformBuffer.updateFloat4(\"vLightData\", this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z, 1, lightIndex);\r\n return this;\r\n }\r\n this._uniformBuffer.updateFloat4(\"vLightData\", this.direction.x, this.direction.y, this.direction.z, 1, lightIndex);\r\n return this;\r\n }\r\n\r\n public transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light {\r\n if (this.computeTransformedInformation()) {\r\n effect.setFloat3(lightDataUniformName, this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z);\r\n return this;\r\n }\r\n\r\n effect.setFloat3(lightDataUniformName, this.direction.x, this.direction.y, this.direction.z);\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets the minZ used for shadow according to both the scene and the light.\r\n *\r\n * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being\r\n * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.\r\n * (when not using reverse depth buffer / NDC half Z range)\r\n * @param _activeCamera The camera we are returning the min for (not used)\r\n * @returns the depth min z\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public override getDepthMinZ(_activeCamera: Nullable<Camera>): number {\r\n const engine = this._scene.getEngine();\r\n return !engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n }\r\n\r\n /**\r\n * Gets the maxZ used for shadow according to both the scene and the light.\r\n *\r\n * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being\r\n * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.\r\n * (when not using reverse depth buffer / NDC half Z range)\r\n * @param _activeCamera The camera we are returning the max for\r\n * @returns the depth max z\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public override getDepthMaxZ(_activeCamera: Nullable<Camera>): number {\r\n const engine = this._scene.getEngine();\r\n return engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\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[\"DIRLIGHT\" + lightIndex] = true;\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for directionalLight.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterDirectionalLight(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n Node.AddNodeConstructor(\"Light_Type_1\", (name, scene) => {\r\n return () => new DirectionalLight(name, Vector3.Zero(), scene);\r\n });\r\n\r\n // Register Class Name\r\n RegisterClass(\"BABYLON.DirectionalLight\", DirectionalLight);\r\n}\r\n"]}
@@ -1,5 +1,5 @@
1
1
  /** This file must only contain pure code and pure imports */
2
- import { __decorate } from "../tslib.es6.js";
2
+ import { __esDecorate, __runInitializers } from "../tslib.es6.js";
3
3
  import { serializeAsColor3, serializeAsVector3 } from "../Misc/decorators.js";
4
4
  import { Matrix, Vector3 } from "../Maths/math.vector.pure.js";
5
5
  import { Color3 } from "../Maths/math.color.pure.js";
@@ -10,109 +10,128 @@ import { RegisterClass } from "../Misc/typeStore.js";
10
10
  * The HemisphericLight simulates the ambient environment light,
11
11
  * so the passed direction is the light reflection direction, not the incoming direction.
12
12
  */
13
- export class HemisphericLight extends Light {
14
- /**
15
- * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
16
- * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
17
- * The HemisphericLight can't cast shadows.
18
- * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction
19
- * @param name The friendly name of the light
20
- * @param direction The direction of the light reflection
21
- * @param scene The scene the light belongs to
22
- * @param dontAddToScene True to not add the light to the scene
23
- */
24
- constructor(name, direction, scene, dontAddToScene) {
25
- super(name, scene, dontAddToScene);
26
- /**
27
- * The groundColor is the light in the opposite direction to the one specified during creation.
28
- * You can think of the diffuse and specular light as coming from the centre of the object in the given direction and the groundColor light in the opposite direction.
29
- */
30
- this.groundColor = new Color3(0.0, 0.0, 0.0);
31
- this.direction = direction || Vector3.Up();
32
- }
33
- _buildUniformLayout() {
34
- this._uniformBuffer.addUniform("vLightData", 4);
35
- this._uniformBuffer.addUniform("vLightDiffuse", 4);
36
- this._uniformBuffer.addUniform("vLightSpecular", 4);
37
- this._uniformBuffer.addUniform("vLightGround", 3);
38
- this._uniformBuffer.addUniform("shadowsInfo", 3);
39
- this._uniformBuffer.addUniform("depthValues", 2);
40
- this._uniformBuffer.create();
41
- }
42
- /**
43
- * Returns the string "HemisphericLight".
44
- * @returns The class name
45
- */
46
- getClassName() {
47
- return "HemisphericLight";
48
- }
49
- /**
50
- * Sets the HemisphericLight direction towards the passed target (Vector3).
51
- * Returns the updated direction.
52
- * @param target The target the direction should point to
53
- * @returns The computed direction
54
- */
55
- setDirectionToTarget(target) {
56
- this.direction = Vector3.Normalize(target.subtract(Vector3.Zero()));
57
- return this.direction;
58
- }
59
- /**
60
- * Returns the shadow generator associated to the light.
61
- * @returns Always null for hemispheric lights because it does not support shadows.
62
- */
63
- getShadowGenerator() {
64
- return null;
65
- }
66
- /**
67
- * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
68
- * @param _effect The effect to update
69
- * @param lightIndex The index of the light in the effect to update
70
- * @returns The hemispheric light
71
- */
72
- transferToEffect(_effect, lightIndex) {
73
- const normalizeDirection = Vector3.Normalize(this.direction);
74
- this._uniformBuffer.updateFloat4("vLightData", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0.0, lightIndex);
75
- this._uniformBuffer.updateColor3("vLightGround", this.groundColor.scale(this.intensity), lightIndex);
76
- return this;
77
- }
78
- transferToNodeMaterialEffect(effect, lightDataUniformName) {
79
- const normalizeDirection = Vector3.Normalize(this.direction);
80
- effect.setFloat3(lightDataUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z);
81
- return this;
82
- }
83
- /**
84
- * Computes the world matrix of the node
85
- * @returns the world matrix
86
- */
87
- computeWorldMatrix() {
88
- if (!this._worldMatrix) {
89
- this._worldMatrix = Matrix.Identity();
90
- }
91
- return this._worldMatrix;
92
- }
93
- /**
94
- * Returns the integer 3.
95
- * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
96
- */
97
- // eslint-disable-next-line @typescript-eslint/naming-convention
98
- getTypeID() {
99
- return Light.LIGHTTYPEID_HEMISPHERICLIGHT;
100
- }
101
- /**
102
- * Prepares the list of defines specific to the light type.
103
- * @param defines the list of defines
104
- * @param lightIndex defines the index of the light for the effect
105
- */
106
- prepareLightSpecificDefines(defines, lightIndex) {
107
- defines["HEMILIGHT" + lightIndex] = true;
108
- }
109
- }
110
- __decorate([
111
- serializeAsColor3()
112
- ], HemisphericLight.prototype, "groundColor", void 0);
113
- __decorate([
114
- serializeAsVector3()
115
- ], HemisphericLight.prototype, "direction", void 0);
13
+ let HemisphericLight = (() => {
14
+ var _a;
15
+ let _classSuper = Light;
16
+ let _groundColor_decorators;
17
+ let _groundColor_initializers = [];
18
+ let _groundColor_extraInitializers = [];
19
+ let _direction_decorators;
20
+ let _direction_initializers = [];
21
+ let _direction_extraInitializers = [];
22
+ return _a = class HemisphericLight extends _classSuper {
23
+ /**
24
+ * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
25
+ * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
26
+ * The HemisphericLight can't cast shadows.
27
+ * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction
28
+ * @param name The friendly name of the light
29
+ * @param direction The direction of the light reflection
30
+ * @param scene The scene the light belongs to
31
+ * @param dontAddToScene True to not add the light to the scene
32
+ */
33
+ constructor(name, direction, scene, dontAddToScene) {
34
+ super(name, scene, dontAddToScene);
35
+ /**
36
+ * The groundColor is the light in the opposite direction to the one specified during creation.
37
+ * You can think of the diffuse and specular light as coming from the centre of the object in the given direction and the groundColor light in the opposite direction.
38
+ */
39
+ this.groundColor = __runInitializers(this, _groundColor_initializers, new Color3(0.0, 0.0, 0.0));
40
+ /**
41
+ * The light reflection direction, not the incoming direction.
42
+ */
43
+ this.direction = (__runInitializers(this, _groundColor_extraInitializers), __runInitializers(this, _direction_initializers, void 0));
44
+ __runInitializers(this, _direction_extraInitializers);
45
+ this.direction = direction || Vector3.Up();
46
+ }
47
+ _buildUniformLayout() {
48
+ this._uniformBuffer.addUniform("vLightData", 4);
49
+ this._uniformBuffer.addUniform("vLightDiffuse", 4);
50
+ this._uniformBuffer.addUniform("vLightSpecular", 4);
51
+ this._uniformBuffer.addUniform("vLightGround", 3);
52
+ this._uniformBuffer.addUniform("shadowsInfo", 3);
53
+ this._uniformBuffer.addUniform("depthValues", 2);
54
+ this._uniformBuffer.create();
55
+ }
56
+ /**
57
+ * Returns the string "HemisphericLight".
58
+ * @returns The class name
59
+ */
60
+ getClassName() {
61
+ return "HemisphericLight";
62
+ }
63
+ /**
64
+ * Sets the HemisphericLight direction towards the passed target (Vector3).
65
+ * Returns the updated direction.
66
+ * @param target The target the direction should point to
67
+ * @returns The computed direction
68
+ */
69
+ setDirectionToTarget(target) {
70
+ this.direction = Vector3.Normalize(target.subtract(Vector3.Zero()));
71
+ return this.direction;
72
+ }
73
+ /**
74
+ * Returns the shadow generator associated to the light.
75
+ * @returns Always null for hemispheric lights because it does not support shadows.
76
+ */
77
+ getShadowGenerator() {
78
+ return null;
79
+ }
80
+ /**
81
+ * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
82
+ * @param _effect The effect to update
83
+ * @param lightIndex The index of the light in the effect to update
84
+ * @returns The hemispheric light
85
+ */
86
+ transferToEffect(_effect, lightIndex) {
87
+ const normalizeDirection = Vector3.Normalize(this.direction);
88
+ this._uniformBuffer.updateFloat4("vLightData", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0.0, lightIndex);
89
+ this._uniformBuffer.updateColor3("vLightGround", this.groundColor.scale(this.intensity), lightIndex);
90
+ return this;
91
+ }
92
+ transferToNodeMaterialEffect(effect, lightDataUniformName) {
93
+ const normalizeDirection = Vector3.Normalize(this.direction);
94
+ effect.setFloat3(lightDataUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z);
95
+ return this;
96
+ }
97
+ /**
98
+ * Computes the world matrix of the node
99
+ * @returns the world matrix
100
+ */
101
+ computeWorldMatrix() {
102
+ if (!this._worldMatrix) {
103
+ this._worldMatrix = Matrix.Identity();
104
+ }
105
+ return this._worldMatrix;
106
+ }
107
+ /**
108
+ * Returns the integer 3.
109
+ * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
110
+ */
111
+ // eslint-disable-next-line @typescript-eslint/naming-convention
112
+ getTypeID() {
113
+ return Light.LIGHTTYPEID_HEMISPHERICLIGHT;
114
+ }
115
+ /**
116
+ * Prepares the list of defines specific to the light type.
117
+ * @param defines the list of defines
118
+ * @param lightIndex defines the index of the light for the effect
119
+ */
120
+ prepareLightSpecificDefines(defines, lightIndex) {
121
+ defines["HEMILIGHT" + lightIndex] = true;
122
+ }
123
+ },
124
+ (() => {
125
+ const _metadata = typeof Symbol === "function" && Symbol.metadata ? Object.create(_classSuper[Symbol.metadata] ?? null) : void 0;
126
+ _groundColor_decorators = [serializeAsColor3()];
127
+ _direction_decorators = [serializeAsVector3()];
128
+ __esDecorate(null, null, _groundColor_decorators, { kind: "field", name: "groundColor", static: false, private: false, access: { has: obj => "groundColor" in obj, get: obj => obj.groundColor, set: (obj, value) => { obj.groundColor = value; } }, metadata: _metadata }, _groundColor_initializers, _groundColor_extraInitializers);
129
+ __esDecorate(null, null, _direction_decorators, { kind: "field", name: "direction", static: false, private: false, access: { has: obj => "direction" in obj, get: obj => obj.direction, set: (obj, value) => { obj.direction = value; } }, metadata: _metadata }, _direction_initializers, _direction_extraInitializers);
130
+ if (_metadata) Object.defineProperty(_a, Symbol.metadata, { enumerable: true, configurable: true, writable: true, value: _metadata });
131
+ })(),
132
+ _a;
133
+ })();
134
+ export { HemisphericLight };
116
135
  let _Registered = false;
117
136
  /**
118
137
  * Register side effects for hemisphericLight.
@@ -1 +1 @@
1
- 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This file must only contain pure code and pure imports */\r\n\r\nimport { serializeAsColor3, serializeAsVector3 } from \"../Misc/decorators\";\r\nimport { type Nullable } from \"../types\";\r\nimport { type Scene } from \"../scene.pure\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector.pure\";\r\nimport { Color3 } from \"../Maths/math.color.pure\";\r\nimport { type Effect } from \"../Materials/effect.pure\";\r\nimport { Light } from \"./light\";\r\nimport { type IShadowGenerator } from \"./Shadows/shadowGenerator\";\r\nimport { Node } from \"../node\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\n/**\r\n * The HemisphericLight simulates the ambient environment light,\r\n * so the passed direction is the light reflection direction, not the incoming direction.\r\n */\r\nexport class HemisphericLight extends Light {\r\n /**\r\n * The groundColor is the light in the opposite direction to the one specified during creation.\r\n * You can think of the diffuse and specular light as coming from the centre of the object in the given direction and the groundColor light in the opposite direction.\r\n */\r\n @serializeAsColor3()\r\n public groundColor = new Color3(0.0, 0.0, 0.0);\r\n\r\n /**\r\n * The light reflection direction, not the incoming direction.\r\n */\r\n @serializeAsVector3()\r\n public direction: Vector3;\r\n\r\n /**\r\n * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).\r\n * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.\r\n * The HemisphericLight can't cast shadows.\r\n * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n * @param name The friendly name of the light\r\n * @param direction The direction of the light reflection\r\n * @param scene The scene the light belongs to\r\n * @param dontAddToScene True to not add the light to the scene\r\n */\r\n constructor(name: string, direction: Vector3, scene?: Scene, dontAddToScene?: boolean) {\r\n super(name, scene, dontAddToScene);\r\n this.direction = direction || Vector3.Up();\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(\"vLightGround\", 3);\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 * Returns the string \"HemisphericLight\".\r\n * @returns The class name\r\n */\r\n public override getClassName(): string {\r\n return \"HemisphericLight\";\r\n }\r\n\r\n /**\r\n * Sets the HemisphericLight direction towards the passed target (Vector3).\r\n * Returns the updated direction.\r\n * @param target The target the direction should point to\r\n * @returns The computed direction\r\n */\r\n public setDirectionToTarget(target: Vector3): Vector3 {\r\n this.direction = Vector3.Normalize(target.subtract(Vector3.Zero()));\r\n return this.direction;\r\n }\r\n\r\n /**\r\n * Returns the shadow generator associated to the light.\r\n * @returns Always null for hemispheric lights because it does not support shadows.\r\n */\r\n public override getShadowGenerator(): Nullable<IShadowGenerator> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Sets the passed Effect object with the HemisphericLight normalized direction and color and the 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 hemispheric light\r\n */\r\n public transferToEffect(_effect: Effect, lightIndex: string): HemisphericLight {\r\n const normalizeDirection = Vector3.Normalize(this.direction);\r\n this._uniformBuffer.updateFloat4(\"vLightData\", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0.0, lightIndex);\r\n this._uniformBuffer.updateColor3(\"vLightGround\", this.groundColor.scale(this.intensity), lightIndex);\r\n return this;\r\n }\r\n\r\n public transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string) {\r\n const normalizeDirection = Vector3.Normalize(this.direction);\r\n effect.setFloat3(lightDataUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z);\r\n return this;\r\n }\r\n\r\n /**\r\n * Computes the world matrix of the node\r\n * @returns the world matrix\r\n */\r\n public override computeWorldMatrix(): Matrix {\r\n if (!this._worldMatrix) {\r\n this._worldMatrix = Matrix.Identity();\r\n }\r\n return this._worldMatrix;\r\n }\r\n\r\n /**\r\n * Returns the integer 3.\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_HEMISPHERICLIGHT;\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[\"HEMILIGHT\" + lightIndex] = true;\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for hemisphericLight.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterHemisphericLight(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n Node.AddNodeConstructor(\"Light_Type_3\", (name, scene) => {\r\n return () => new HemisphericLight(name, Vector3.Zero(), scene);\r\n });\r\n\r\n // Register Class Name\r\n RegisterClass(\"BABYLON.HemisphericLight\", HemisphericLight);\r\n}\r\n"]}
1
+ 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This file must only contain pure code and pure imports */\r\n\r\nimport { serializeAsColor3, serializeAsVector3 } from \"../Misc/decorators\";\r\nimport { type Nullable } from \"../types\";\r\nimport { type Scene } from \"../scene.pure\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector.pure\";\r\nimport { Color3 } from \"../Maths/math.color.pure\";\r\nimport { type Effect } from \"../Materials/effect.pure\";\r\nimport { Light } from \"./light\";\r\nimport { type IShadowGenerator } from \"./Shadows/shadowGenerator\";\r\nimport { Node } from \"../node\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\n/**\r\n * The HemisphericLight simulates the ambient environment light,\r\n * so the passed direction is the light reflection direction, not the incoming direction.\r\n */\r\nexport class HemisphericLight extends Light {\r\n /**\r\n * The groundColor is the light in the opposite direction to the one specified during creation.\r\n * You can think of the diffuse and specular light as coming from the centre of the object in the given direction and the groundColor light in the opposite direction.\r\n */\r\n @serializeAsColor3()\r\n public groundColor = new Color3(0.0, 0.0, 0.0);\r\n\r\n /**\r\n * The light reflection direction, not the incoming direction.\r\n */\r\n @serializeAsVector3()\r\n public direction: Vector3;\r\n\r\n /**\r\n * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).\r\n * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.\r\n * The HemisphericLight can't cast shadows.\r\n * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n * @param name The friendly name of the light\r\n * @param direction The direction of the light reflection\r\n * @param scene The scene the light belongs to\r\n * @param dontAddToScene True to not add the light to the scene\r\n */\r\n constructor(name: string, direction: Vector3, scene?: Scene, dontAddToScene?: boolean) {\r\n super(name, scene, dontAddToScene);\r\n this.direction = direction || Vector3.Up();\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(\"vLightGround\", 3);\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 * Returns the string \"HemisphericLight\".\r\n * @returns The class name\r\n */\r\n public override getClassName(): string {\r\n return \"HemisphericLight\";\r\n }\r\n\r\n /**\r\n * Sets the HemisphericLight direction towards the passed target (Vector3).\r\n * Returns the updated direction.\r\n * @param target The target the direction should point to\r\n * @returns The computed direction\r\n */\r\n public setDirectionToTarget(target: Vector3): Vector3 {\r\n this.direction = Vector3.Normalize(target.subtract(Vector3.Zero()));\r\n return this.direction;\r\n }\r\n\r\n /**\r\n * Returns the shadow generator associated to the light.\r\n * @returns Always null for hemispheric lights because it does not support shadows.\r\n */\r\n public override getShadowGenerator(): Nullable<IShadowGenerator> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Sets the passed Effect object with the HemisphericLight normalized direction and color and the 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 hemispheric light\r\n */\r\n public transferToEffect(_effect: Effect, lightIndex: string): HemisphericLight {\r\n const normalizeDirection = Vector3.Normalize(this.direction);\r\n this._uniformBuffer.updateFloat4(\"vLightData\", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0.0, lightIndex);\r\n this._uniformBuffer.updateColor3(\"vLightGround\", this.groundColor.scale(this.intensity), lightIndex);\r\n return this;\r\n }\r\n\r\n public transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string) {\r\n const normalizeDirection = Vector3.Normalize(this.direction);\r\n effect.setFloat3(lightDataUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z);\r\n return this;\r\n }\r\n\r\n /**\r\n * Computes the world matrix of the node\r\n * @returns the world matrix\r\n */\r\n public override computeWorldMatrix(): Matrix {\r\n if (!this._worldMatrix) {\r\n this._worldMatrix = Matrix.Identity();\r\n }\r\n return this._worldMatrix;\r\n }\r\n\r\n /**\r\n * Returns the integer 3.\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_HEMISPHERICLIGHT;\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[\"HEMILIGHT\" + lightIndex] = true;\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for hemisphericLight.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterHemisphericLight(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n Node.AddNodeConstructor(\"Light_Type_3\", (name, scene) => {\r\n return () => new HemisphericLight(name, Vector3.Zero(), scene);\r\n });\r\n\r\n // Register Class Name\r\n RegisterClass(\"BABYLON.HemisphericLight\", HemisphericLight);\r\n}\r\n"]}
package/Lights/light.d.ts CHANGED
@@ -169,7 +169,7 @@ export declare abstract class Light extends Node implements ISortableLight {
169
169
  * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
170
170
  * exceeding the number allowed of the materials.
171
171
  */
172
- renderPriority: number;
172
+ accessor renderPriority: number;
173
173
  private _shadowEnabled;
174
174
  /**
175
175
  * Gets whether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
@@ -397,16 +397,18 @@ export declare abstract class Light extends Node implements ISortableLight {
397
397
  * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
398
398
  * @param parsedLight The JSON representation of the light
399
399
  * @param scene The scene to create the parsed light in
400
+ * @param rootUrl The root url to use to load assets referenced by the light (e.g. textures)
400
401
  * @returns the created light after parsing
401
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  */
402
- static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
403
+ static Parse(parsedLight: any, scene: Scene, rootUrl?: string): Nullable<Light>;
403
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  /**
404
405
  * Called after the light has been fully parsed and all base properties have been set.
405
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  * Override in subclasses to handle custom serialized data.
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  * @param _parsedLight The JSON representation of the light
407
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  * @param _scene The scene the light belongs to
409
+ * @param _rootUrl The root url to use to load assets referenced by the light (e.g. textures)
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  */
409
- protected _onParsed(_parsedLight: any, _scene: Scene): void;
411
+ protected _onParsed(_parsedLight: any, _scene: Scene, _rootUrl?: string): void;
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  private _hookArrayForExcluded;
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  private _hookArrayForIncludedOnly;
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  private _resyncMeshes;