@spiffcommerce/preview 3.6.2-rc.5 → 3.6.2-rc.7

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 (526) hide show
  1. package/dist/_tslib.esm.js +33 -0
  2. package/dist/animation.esm.js +1364 -0
  3. package/dist/assetCache.esm.js +6 -0
  4. package/dist/blurPostProcess.esm.js +327 -0
  5. package/dist/bumpVertex.esm.js +497 -0
  6. package/dist/compatibilityOptions.esm.js +68 -0
  7. package/dist/configuration.esm.js +121 -0
  8. package/dist/core.esm.js +8135 -0
  9. package/dist/dynamicTexture.esm.js +105 -0
  10. package/dist/easing.esm.js +130 -0
  11. package/dist/effectFallbacks.esm.js +378 -0
  12. package/dist/engine.esm.js +25504 -0
  13. package/dist/glbLoaderExtensions.esm.js +690 -0
  14. package/dist/glowLayer.esm.js +1621 -0
  15. package/dist/glowLayerManager.esm.js +50 -0
  16. package/dist/guid.esm.js +21 -0
  17. package/dist/hdrFilteringFunctions.esm.js +816 -0
  18. package/dist/helperFunctions.esm.js +5145 -0
  19. package/dist/index.esm.js +38 -11
  20. package/dist/material.esm.js +115 -0
  21. package/dist/math.axis.esm.js +35 -0
  22. package/dist/math.color.esm.js +1661 -0
  23. package/dist/math.path.esm.js +15 -0
  24. package/dist/math.size.esm.js +137 -0
  25. package/dist/mesh.esm.js +11170 -0
  26. package/dist/modelContainer.esm.js +1895 -0
  27. package/dist/node.esm.js +795 -0
  28. package/dist/pbrBRDFFunctions.esm.js +122 -2
  29. package/dist/pbrMaterial.esm.js +8747 -0
  30. package/dist/productAnimations.esm.js +182 -0
  31. package/dist/productCamera.esm.js +14 -0
  32. package/dist/renderConstants.esm.js +116 -0
  33. package/dist/renderingPipeline.esm.js +18 -0
  34. package/dist/sceneLoaderFlags.esm.js +51 -0
  35. package/dist/types.esm.js +30 -0
  36. package/dist/variants.esm.js +16 -0
  37. package/dist/webRequest.esm.js +7777 -0
  38. package/package.json +6 -5
  39. package/dist/index.umd.js +0 -10010
  40. package/dist/lib/assetCache.esm.js +0 -21
  41. package/dist/lib/configuration.esm.js +0 -98
  42. package/dist/lib/core.esm.js +0 -417
  43. package/dist/lib/dynamicTexture.esm.js +0 -51
  44. package/dist/lib/glbLoaderExtensions.esm.js +0 -137
  45. package/dist/lib/glowLayerManager.esm.js +0 -19
  46. package/dist/lib/guid.esm.js +0 -7
  47. package/dist/lib/material.esm.js +0 -50
  48. package/dist/lib/modelContainer.esm.js +0 -351
  49. package/dist/lib/productAnimations.esm.js +0 -123
  50. package/dist/lib/productCamera.esm.js +0 -113
  51. package/dist/lib/renderConstants.esm.js +0 -103
  52. package/dist/lib/renderingPipeline.esm.js +0 -99
  53. package/dist/lib/types.esm.js +0 -5
  54. package/dist/lib/variants.esm.js +0 -112
  55. package/dist/node_modules/@babylonjs/core/Actions/abstractActionManager.esm.js +0 -41
  56. package/dist/node_modules/@babylonjs/core/Actions/action.esm.js +0 -122
  57. package/dist/node_modules/@babylonjs/core/Actions/actionEvent.esm.js +0 -59
  58. package/dist/node_modules/@babylonjs/core/Actions/actionManager.esm.js +0 -335
  59. package/dist/node_modules/@babylonjs/core/Actions/condition.esm.js +0 -193
  60. package/dist/node_modules/@babylonjs/core/Actions/directActions.esm.js +0 -354
  61. package/dist/node_modules/@babylonjs/core/Animations/animatable.esm.js +0 -478
  62. package/dist/node_modules/@babylonjs/core/Animations/animation.esm.js +0 -866
  63. package/dist/node_modules/@babylonjs/core/Animations/animationEvent.esm.js +0 -18
  64. package/dist/node_modules/@babylonjs/core/Animations/animationGroup.esm.js +0 -470
  65. package/dist/node_modules/@babylonjs/core/Animations/animationKey.esm.js +0 -7
  66. package/dist/node_modules/@babylonjs/core/Animations/animationRange.esm.js +0 -21
  67. package/dist/node_modules/@babylonjs/core/Animations/easing.esm.js +0 -93
  68. package/dist/node_modules/@babylonjs/core/Animations/runtimeAnimation.esm.js +0 -281
  69. package/dist/node_modules/@babylonjs/core/Audio/sound.esm.js +0 -568
  70. package/dist/node_modules/@babylonjs/core/Audio/weightedsound.esm.js +0 -117
  71. package/dist/node_modules/@babylonjs/core/Behaviors/Cameras/autoRotationBehavior.esm.js +0 -145
  72. package/dist/node_modules/@babylonjs/core/Behaviors/Cameras/bouncingBehavior.esm.js +0 -93
  73. package/dist/node_modules/@babylonjs/core/Behaviors/Cameras/framingBehavior.esm.js +0 -295
  74. package/dist/node_modules/@babylonjs/core/Bones/bone.esm.js +0 -701
  75. package/dist/node_modules/@babylonjs/core/Bones/skeleton.esm.js +0 -478
  76. package/dist/node_modules/@babylonjs/core/Buffers/buffer.esm.js +0 -433
  77. package/dist/node_modules/@babylonjs/core/Buffers/dataBuffer.esm.js +0 -18
  78. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/BaseCameraMouseWheelInput.esm.js +0 -67
  79. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/BaseCameraPointersInput.esm.js +0 -191
  80. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.esm.js +0 -93
  81. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraMouseWheelInput.esm.js +0 -119
  82. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraPointersInput.esm.js +0 -119
  83. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraKeyboardMoveInput.esm.js +0 -108
  84. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraMouseInput.esm.js +0 -114
  85. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraMouseWheelInput.esm.js +0 -249
  86. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraTouchInput.esm.js +0 -103
  87. package/dist/node_modules/@babylonjs/core/Cameras/arcRotateCamera.esm.js +0 -589
  88. package/dist/node_modules/@babylonjs/core/Cameras/arcRotateCameraInputsManager.esm.js +0 -37
  89. package/dist/node_modules/@babylonjs/core/Cameras/camera.esm.js +0 -686
  90. package/dist/node_modules/@babylonjs/core/Cameras/cameraInputsManager.esm.js +0 -147
  91. package/dist/node_modules/@babylonjs/core/Cameras/freeCamera.esm.js +0 -236
  92. package/dist/node_modules/@babylonjs/core/Cameras/freeCameraInputsManager.esm.js +0 -66
  93. package/dist/node_modules/@babylonjs/core/Cameras/targetCamera.esm.js +0 -214
  94. package/dist/node_modules/@babylonjs/core/Collisions/intersectionInfo.esm.js +0 -8
  95. package/dist/node_modules/@babylonjs/core/Collisions/meshCollisionData.esm.js +0 -9
  96. package/dist/node_modules/@babylonjs/core/Collisions/pickingInfo.esm.js +0 -59
  97. package/dist/node_modules/@babylonjs/core/Compat/compatibilityOptions.esm.js +0 -6
  98. package/dist/node_modules/@babylonjs/core/Culling/boundingBox.esm.js +0 -174
  99. package/dist/node_modules/@babylonjs/core/Culling/boundingInfo.esm.js +0 -159
  100. package/dist/node_modules/@babylonjs/core/Culling/boundingSphere.esm.js +0 -114
  101. package/dist/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceEnums.esm.js +0 -37
  102. package/dist/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceSource.esm.js +0 -23
  103. package/dist/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceSourceManager.esm.js +0 -106
  104. package/dist/node_modules/@babylonjs/core/DeviceInput/eventFactory.esm.js +0 -118
  105. package/dist/node_modules/@babylonjs/core/DeviceInput/internalDeviceSourceManager.esm.js +0 -46
  106. package/dist/node_modules/@babylonjs/core/DeviceInput/nativeDeviceInputSystem.esm.js +0 -50
  107. package/dist/node_modules/@babylonjs/core/DeviceInput/webDeviceInputSystem.esm.js +0 -354
  108. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.alpha.esm.js +0 -101
  109. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.cubeTexture.esm.js +0 -103
  110. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.dynamicBuffer.esm.js +0 -11
  111. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.dynamicTexture.esm.js +0 -14
  112. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.multiRender.esm.js +0 -111
  113. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.rawTexture.esm.js +0 -109
  114. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.readTexture.esm.js +0 -76
  115. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.renderTarget.esm.js +0 -69
  116. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.renderTargetCube.esm.js +0 -15
  117. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.uniformBuffer.esm.js +0 -29
  118. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.views.esm.js +0 -85
  119. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.esm.js +0 -9
  120. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.esm.js +0 -36
  121. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.esm.js +0 -13
  122. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.esm.js +0 -9
  123. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/shaderDefineExpression.esm.js +0 -88
  124. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderCodeConditionNode.esm.js +0 -14
  125. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderCodeCursor.esm.js +0 -44
  126. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderCodeNode.esm.js +0 -31
  127. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderCodeTestNode.esm.js +0 -9
  128. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderProcessor.esm.js +0 -230
  129. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGL2ShaderProcessors.esm.js +0 -30
  130. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGLHardwareTexture.esm.js +0 -34
  131. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGLPipelineContext.esm.js +0 -388
  132. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGLRenderTargetWrapper.esm.js +0 -87
  133. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGLShaderProcessors.esm.js +0 -16
  134. package/dist/node_modules/@babylonjs/core/Engines/constants.esm.js +0 -254
  135. package/dist/node_modules/@babylonjs/core/Engines/engine.esm.js +0 -1120
  136. package/dist/node_modules/@babylonjs/core/Engines/engineStore.esm.js +0 -23
  137. package/dist/node_modules/@babylonjs/core/Engines/nullEngine.esm.js +0 -697
  138. package/dist/node_modules/@babylonjs/core/Engines/performanceConfigurator.esm.js +0 -22
  139. package/dist/node_modules/@babylonjs/core/Engines/renderTargetWrapper.esm.js +0 -273
  140. package/dist/node_modules/@babylonjs/core/Engines/shaderStore.esm.js +0 -36
  141. package/dist/node_modules/@babylonjs/core/Engines/thinEngine.esm.js +0 -2921
  142. package/dist/node_modules/@babylonjs/core/Events/deviceInputEvents.esm.js +0 -13
  143. package/dist/node_modules/@babylonjs/core/Events/keyboardEvents.esm.js +0 -41
  144. package/dist/node_modules/@babylonjs/core/Events/pointerEvents.esm.js +0 -63
  145. package/dist/node_modules/@babylonjs/core/Inputs/pointerPickingConfiguration.esm.js +0 -8
  146. package/dist/node_modules/@babylonjs/core/Inputs/scene.inputManager.esm.js +0 -418
  147. package/dist/node_modules/@babylonjs/core/Layers/effectLayer.esm.js +0 -437
  148. package/dist/node_modules/@babylonjs/core/Layers/effectLayerSceneComponent.esm.js +0 -141
  149. package/dist/node_modules/@babylonjs/core/Layers/glowLayer.esm.js +0 -343
  150. package/dist/node_modules/@babylonjs/core/Layers/highlightLayer.esm.js +0 -396
  151. package/dist/node_modules/@babylonjs/core/Lights/directionalLight.esm.js +0 -224
  152. package/dist/node_modules/@babylonjs/core/Lights/hemisphericLight.esm.js +0 -92
  153. package/dist/node_modules/@babylonjs/core/Lights/light.esm.js +0 -476
  154. package/dist/node_modules/@babylonjs/core/Lights/lightConstants.esm.js +0 -30
  155. package/dist/node_modules/@babylonjs/core/Lights/pointLight.esm.js +0 -153
  156. package/dist/node_modules/@babylonjs/core/Lights/shadowLight.esm.js +0 -196
  157. package/dist/node_modules/@babylonjs/core/Lights/spotLight.esm.js +0 -287
  158. package/dist/node_modules/@babylonjs/core/Loading/sceneLoader.esm.js +0 -551
  159. package/dist/node_modules/@babylonjs/core/Loading/sceneLoaderFlags.esm.js +0 -48
  160. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrAnisotropicConfiguration.esm.js +0 -112
  161. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrBRDFConfiguration.esm.js +0 -48
  162. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrBaseMaterial.esm.js +0 -568
  163. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrClearCoatConfiguration.esm.js +0 -139
  164. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrIridescenceConfiguration.esm.js +0 -97
  165. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrMaterial.esm.js +0 -496
  166. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrSheenConfiguration.esm.js +0 -106
  167. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrSubSurfaceConfiguration.esm.js +0 -270
  168. package/dist/node_modules/@babylonjs/core/Materials/Textures/Filtering/hdrFiltering.esm.js +0 -103
  169. package/dist/node_modules/@babylonjs/core/Materials/Textures/Loaders/ddsTextureLoader.esm.js +0 -53
  170. package/dist/node_modules/@babylonjs/core/Materials/Textures/Loaders/envTextureLoader.esm.js +0 -51
  171. package/dist/node_modules/@babylonjs/core/Materials/Textures/Loaders/ktxTextureLoader.esm.js +0 -81
  172. package/dist/node_modules/@babylonjs/core/Materials/Textures/baseTexture.esm.js +0 -542
  173. package/dist/node_modules/@babylonjs/core/Materials/Textures/baseTexture.polynomial.esm.js +0 -23
  174. package/dist/node_modules/@babylonjs/core/Materials/Textures/cubeTexture.esm.js +0 -244
  175. package/dist/node_modules/@babylonjs/core/Materials/Textures/dynamicTexture.esm.js +0 -134
  176. package/dist/node_modules/@babylonjs/core/Materials/Textures/equiRectangularCubeTexture.esm.js +0 -89
  177. package/dist/node_modules/@babylonjs/core/Materials/Textures/hdrCubeTexture.esm.js +0 -175
  178. package/dist/node_modules/@babylonjs/core/Materials/Textures/internalTexture.esm.js +0 -150
  179. package/dist/node_modules/@babylonjs/core/Materials/Textures/ktx2decoderTypes.esm.js +0 -17
  180. package/dist/node_modules/@babylonjs/core/Materials/Textures/mirrorTexture.esm.js +0 -138
  181. package/dist/node_modules/@babylonjs/core/Materials/Textures/multiRenderTarget.esm.js +0 -223
  182. package/dist/node_modules/@babylonjs/core/Materials/Textures/rawCubeTexture.esm.js +0 -58
  183. package/dist/node_modules/@babylonjs/core/Materials/Textures/rawTexture.esm.js +0 -156
  184. package/dist/node_modules/@babylonjs/core/Materials/Textures/rawTexture2DArray.esm.js +0 -53
  185. package/dist/node_modules/@babylonjs/core/Materials/Textures/renderTargetTexture.esm.js +0 -605
  186. package/dist/node_modules/@babylonjs/core/Materials/Textures/texture.esm.js +0 -421
  187. package/dist/node_modules/@babylonjs/core/Materials/Textures/textureSampler.esm.js +0 -101
  188. package/dist/node_modules/@babylonjs/core/Materials/Textures/thinTexture.esm.js +0 -170
  189. package/dist/node_modules/@babylonjs/core/Materials/clipPlaneMaterialHelper.esm.js +0 -28
  190. package/dist/node_modules/@babylonjs/core/Materials/colorCurves.esm.js +0 -397
  191. package/dist/node_modules/@babylonjs/core/Materials/drawWrapper.esm.js +0 -22
  192. package/dist/node_modules/@babylonjs/core/Materials/effect.esm.js +0 -890
  193. package/dist/node_modules/@babylonjs/core/Materials/effectFallbacks.esm.js +0 -73
  194. package/dist/node_modules/@babylonjs/core/Materials/effectRenderer.esm.js +0 -132
  195. package/dist/node_modules/@babylonjs/core/Materials/imageProcessingConfiguration.esm.js +0 -428
  196. package/dist/node_modules/@babylonjs/core/Materials/material.detailMapConfiguration.esm.js +0 -90
  197. package/dist/node_modules/@babylonjs/core/Materials/material.esm.js +0 -906
  198. package/dist/node_modules/@babylonjs/core/Materials/materialDefines.esm.js +0 -161
  199. package/dist/node_modules/@babylonjs/core/Materials/materialFlags.esm.js +0 -226
  200. package/dist/node_modules/@babylonjs/core/Materials/materialHelper.esm.js +0 -501
  201. package/dist/node_modules/@babylonjs/core/Materials/materialPluginBase.esm.js +0 -226
  202. package/dist/node_modules/@babylonjs/core/Materials/materialPluginEvent.esm.js +0 -7
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  204. package/dist/node_modules/@babylonjs/core/Materials/materialStencilState.esm.js +0 -145
  205. package/dist/node_modules/@babylonjs/core/Materials/multiMaterial.esm.js +0 -164
  206. package/dist/node_modules/@babylonjs/core/Materials/prePassConfiguration.esm.js +0 -38
  207. package/dist/node_modules/@babylonjs/core/Materials/pushMaterial.esm.js +0 -48
  208. package/dist/node_modules/@babylonjs/core/Materials/shaderLanguage.esm.js +0 -7
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  210. package/dist/node_modules/@babylonjs/core/Materials/standardMaterial.esm.js +0 -934
  211. package/dist/node_modules/@babylonjs/core/Materials/uniformBuffer.esm.js +0 -541
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  237. package/dist/node_modules/@babylonjs/core/Misc/HighDynamicRange/cubemapToSphericalPolynomial.esm.js +0 -111
  238. package/dist/node_modules/@babylonjs/core/Misc/HighDynamicRange/hdr.esm.js +0 -122
  239. package/dist/node_modules/@babylonjs/core/Misc/HighDynamicRange/panoramaToCubemap.esm.js +0 -78
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  486. package/dist/node_modules/@babylonjs/core/sceneComponent.esm.js +0 -102
  487. package/dist/node_modules/@babylonjs/core/tslib.es6.esm.js +0 -12
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  490. package/dist/node_modules/@babylonjs/loaders/glTF/1.0/glTFLoaderInterfaces.esm.js +0 -42
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  494. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.esm.js +0 -53
  495. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/EXT_meshopt_compression.esm.js +0 -31
  496. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/EXT_texture_webp.esm.js +0 -29
  497. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/ExtrasAsMetadata.esm.js +0 -47
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@@ -1,153 +0,0 @@
1
- import { __decorate as u } from "../tslib.es6.esm.js";
2
- import { serialize as d } from "../Misc/decorators.esm.js";
3
- import { Vector3 as i, Matrix as m } from "../Maths/math.vector.esm.js";
4
- import { Node as c } from "../node.esm.js";
5
- import { Light as p } from "./light.esm.js";
6
- import { ShadowLight as g } from "./shadowLight.esm.js";
7
- c.AddNodeConstructor("Light_Type_0", (a, e) => () => new f(a, i.Zero(), e));
8
- class f extends g {
9
- /**
10
- * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
11
- * This specifies what angle the shadow will use to be created.
12
- *
13
- * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
14
- */
15
- get shadowAngle() {
16
- return this._shadowAngle;
17
- }
18
- /**
19
- * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
20
- * This specifies what angle the shadow will use to be created.
21
- *
22
- * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
23
- */
24
- set shadowAngle(e) {
25
- this._shadowAngle = e, this.forceProjectionMatrixCompute();
26
- }
27
- /**
28
- * Gets the direction if it has been set.
29
- * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
30
- */
31
- get direction() {
32
- return this._direction;
33
- }
34
- /**
35
- * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
36
- */
37
- set direction(e) {
38
- const t = this.needCube();
39
- if (this._direction = e, this.needCube() !== t && this._shadowGenerators) {
40
- const o = this._shadowGenerators.values();
41
- for (let r = o.next(); r.done !== !0; r = o.next())
42
- r.value.recreateShadowMap();
43
- }
44
- }
45
- /**
46
- * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
47
- * A PointLight emits the light in every direction.
48
- * It can cast shadows.
49
- * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
50
- * ```javascript
51
- * var pointLight = new PointLight("pl", camera.position, scene);
52
- * ```
53
- * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction
54
- * @param name The light friendly name
55
- * @param position The position of the point light in the scene
56
- * @param scene The scene the lights belongs to
57
- */
58
- constructor(e, t, o) {
59
- super(e, o), this._shadowAngle = Math.PI / 2, this.position = t;
60
- }
61
- /**
62
- * Returns the string "PointLight"
63
- * @returns the class name
64
- */
65
- getClassName() {
66
- return "PointLight";
67
- }
68
- /**
69
- * Returns the integer 0.
70
- * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
71
- */
72
- getTypeID() {
73
- return p.LIGHTTYPEID_POINTLIGHT;
74
- }
75
- /**
76
- * Specifies whether or not the shadowmap should be a cube texture.
77
- * @returns true if the shadowmap needs to be a cube texture.
78
- */
79
- needCube() {
80
- return !this.direction;
81
- }
82
- /**
83
- * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
84
- * @param faceIndex The index of the face we are computed the direction to generate shadow
85
- * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
86
- */
87
- getShadowDirection(e) {
88
- if (this.direction)
89
- return super.getShadowDirection(e);
90
- switch (e) {
91
- case 0:
92
- return new i(1, 0, 0);
93
- case 1:
94
- return new i(-1, 0, 0);
95
- case 2:
96
- return new i(0, -1, 0);
97
- case 3:
98
- return new i(0, 1, 0);
99
- case 4:
100
- return new i(0, 0, 1);
101
- case 5:
102
- return new i(0, 0, -1);
103
- }
104
- return i.Zero();
105
- }
106
- /**
107
- * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
108
- * - fov = PI / 2
109
- * - aspect ratio : 1.0
110
- * - z-near and far equal to the active camera minZ and maxZ.
111
- * Returns the PointLight.
112
- * @param matrix
113
- * @param viewMatrix
114
- * @param renderList
115
- */
116
- // eslint-disable-next-line @typescript-eslint/no-unused-vars
117
- _setDefaultShadowProjectionMatrix(e, t, o) {
118
- const r = this.getScene().activeCamera;
119
- if (!r)
120
- return;
121
- const s = this.shadowMinZ !== void 0 ? this.shadowMinZ : r.minZ, h = this.shadowMaxZ !== void 0 ? this.shadowMaxZ : r.maxZ, n = this.getScene().getEngine().useReverseDepthBuffer;
122
- m.PerspectiveFovLHToRef(this.shadowAngle, 1, n ? h : s, n ? s : h, e, !0, this._scene.getEngine().isNDCHalfZRange, void 0, n);
123
- }
124
- _buildUniformLayout() {
125
- this._uniformBuffer.addUniform("vLightData", 4), this._uniformBuffer.addUniform("vLightDiffuse", 4), this._uniformBuffer.addUniform("vLightSpecular", 4), this._uniformBuffer.addUniform("vLightFalloff", 4), this._uniformBuffer.addUniform("shadowsInfo", 3), this._uniformBuffer.addUniform("depthValues", 2), this._uniformBuffer.create();
126
- }
127
- /**
128
- * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
129
- * @param effect The effect to update
130
- * @param lightIndex The index of the light in the effect to update
131
- * @returns The point light
132
- */
133
- transferToEffect(e, t) {
134
- return this.computeTransformedInformation() ? this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, 0, t) : this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, 0, t), this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, 0, 0, t), this;
135
- }
136
- transferToNodeMaterialEffect(e, t) {
137
- return this.computeTransformedInformation() ? e.setFloat3(t, this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z) : e.setFloat3(t, this.position.x, this.position.y, this.position.z), this;
138
- }
139
- /**
140
- * Prepares the list of defines specific to the light type.
141
- * @param defines the list of defines
142
- * @param lightIndex defines the index of the light for the effect
143
- */
144
- prepareLightSpecificDefines(e, t) {
145
- e["POINTLIGHT" + t] = !0;
146
- }
147
- }
148
- u([
149
- d()
150
- ], f.prototype, "shadowAngle", null);
151
- export {
152
- f as PointLight
153
- };
@@ -1,196 +0,0 @@
1
- import { __decorate as o } from "../tslib.es6.esm.js";
2
- import { serializeAsVector3 as a, serialize as h } from "../Misc/decorators.esm.js";
3
- import { Vector3 as i, Matrix as n } from "../Maths/math.vector.esm.js";
4
- import { Light as d } from "./light.esm.js";
5
- import { Axis as c } from "../Maths/math.axis.esm.js";
6
- class e extends d {
7
- constructor() {
8
- super(...arguments), this._needProjectionMatrixCompute = !0;
9
- }
10
- _setPosition(t) {
11
- this._position = t;
12
- }
13
- /**
14
- * Sets the position the shadow will be casted from. Also use as the light position for both
15
- * point and spot lights.
16
- */
17
- get position() {
18
- return this._position;
19
- }
20
- /**
21
- * Sets the position the shadow will be casted from. Also use as the light position for both
22
- * point and spot lights.
23
- */
24
- set position(t) {
25
- this._setPosition(t);
26
- }
27
- _setDirection(t) {
28
- this._direction = t;
29
- }
30
- /**
31
- * In 2d mode (needCube being false), gets the direction used to cast the shadow.
32
- * Also use as the light direction on spot and directional lights.
33
- */
34
- get direction() {
35
- return this._direction;
36
- }
37
- /**
38
- * In 2d mode (needCube being false), sets the direction used to cast the shadow.
39
- * Also use as the light direction on spot and directional lights.
40
- */
41
- set direction(t) {
42
- this._setDirection(t);
43
- }
44
- /**
45
- * Gets the shadow projection clipping minimum z value.
46
- */
47
- get shadowMinZ() {
48
- return this._shadowMinZ;
49
- }
50
- /**
51
- * Sets the shadow projection clipping minimum z value.
52
- */
53
- set shadowMinZ(t) {
54
- this._shadowMinZ = t, this.forceProjectionMatrixCompute();
55
- }
56
- /**
57
- * Sets the shadow projection clipping maximum z value.
58
- */
59
- get shadowMaxZ() {
60
- return this._shadowMaxZ;
61
- }
62
- /**
63
- * Gets the shadow projection clipping maximum z value.
64
- */
65
- set shadowMaxZ(t) {
66
- this._shadowMaxZ = t, this.forceProjectionMatrixCompute();
67
- }
68
- /**
69
- * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
70
- * @returns true if the information has been computed, false if it does not need to (no parenting)
71
- */
72
- computeTransformedInformation() {
73
- return this.parent && this.parent.getWorldMatrix ? (this.transformedPosition || (this.transformedPosition = i.Zero()), i.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition), this.direction && (this.transformedDirection || (this.transformedDirection = i.Zero()), i.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this.transformedDirection)), !0) : !1;
74
- }
75
- /**
76
- * Return the depth scale used for the shadow map.
77
- * @returns the depth scale.
78
- */
79
- getDepthScale() {
80
- return 50;
81
- }
82
- /**
83
- * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
84
- * @param faceIndex The index of the face we are computed the direction to generate shadow
85
- * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
86
- */
87
- // eslint-disable-next-line @typescript-eslint/no-unused-vars
88
- getShadowDirection(t) {
89
- return this.transformedDirection ? this.transformedDirection : this.direction;
90
- }
91
- /**
92
- * Returns the ShadowLight absolute position in the World.
93
- * @returns the position vector in world space
94
- */
95
- getAbsolutePosition() {
96
- return this.transformedPosition ? this.transformedPosition : this.position;
97
- }
98
- /**
99
- * Sets the ShadowLight direction toward the passed target.
100
- * @param target The point to target in local space
101
- * @returns the updated ShadowLight direction
102
- */
103
- setDirectionToTarget(t) {
104
- return this.direction = i.Normalize(t.subtract(this.position)), this.direction;
105
- }
106
- /**
107
- * Returns the light rotation in euler definition.
108
- * @returns the x y z rotation in local space.
109
- */
110
- getRotation() {
111
- this.direction.normalize();
112
- const t = i.Cross(this.direction, c.Y), r = i.Cross(t, this.direction);
113
- return i.RotationFromAxis(t, r, this.direction);
114
- }
115
- /**
116
- * Returns whether or not the shadow generation require a cube texture or a 2d texture.
117
- * @returns true if a cube texture needs to be use
118
- */
119
- needCube() {
120
- return !1;
121
- }
122
- /**
123
- * Detects if the projection matrix requires to be recomputed this frame.
124
- * @returns true if it requires to be recomputed otherwise, false.
125
- */
126
- needProjectionMatrixCompute() {
127
- return this._needProjectionMatrixCompute;
128
- }
129
- /**
130
- * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
131
- */
132
- forceProjectionMatrixCompute() {
133
- this._needProjectionMatrixCompute = !0;
134
- }
135
- /** @internal */
136
- _initCache() {
137
- super._initCache(), this._cache.position = i.Zero();
138
- }
139
- /** @internal */
140
- _isSynchronized() {
141
- return !!this._cache.position.equals(this.position);
142
- }
143
- /**
144
- * Computes the world matrix of the node
145
- * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
146
- * @returns the world matrix
147
- */
148
- computeWorldMatrix(t) {
149
- return !t && this.isSynchronized() ? (this._currentRenderId = this.getScene().getRenderId(), this._worldMatrix) : (this._updateCache(), this._cache.position.copyFrom(this.position), this._worldMatrix || (this._worldMatrix = n.Identity()), n.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix), this.parent && this.parent.getWorldMatrix && (this._worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix), this._markSyncedWithParent()), this._worldMatrixDeterminantIsDirty = !0, this._worldMatrix);
150
- }
151
- /**
152
- * Gets the minZ used for shadow according to both the scene and the light.
153
- * @param activeCamera The camera we are returning the min for
154
- * @returns the depth min z
155
- */
156
- getDepthMinZ(t) {
157
- return this.shadowMinZ !== void 0 ? this.shadowMinZ : t.minZ;
158
- }
159
- /**
160
- * Gets the maxZ used for shadow according to both the scene and the light.
161
- * @param activeCamera The camera we are returning the max for
162
- * @returns the depth max z
163
- */
164
- getDepthMaxZ(t) {
165
- return this.shadowMaxZ !== void 0 ? this.shadowMaxZ : t.maxZ;
166
- }
167
- /**
168
- * Sets the shadow projection matrix in parameter to the generated projection matrix.
169
- * @param matrix The matrix to updated with the projection information
170
- * @param viewMatrix The transform matrix of the light
171
- * @param renderList The list of mesh to render in the map
172
- * @returns The current light
173
- */
174
- setShadowProjectionMatrix(t, r, s) {
175
- return this.customProjectionMatrixBuilder ? this.customProjectionMatrixBuilder(r, s, t) : this._setDefaultShadowProjectionMatrix(t, r, s), this;
176
- }
177
- /** @internal */
178
- _syncParentEnabledState() {
179
- super._syncParentEnabledState(), (!this.parent || !this.parent.getWorldMatrix) && (this.transformedPosition = null, this.transformedDirection = null);
180
- }
181
- }
182
- o([
183
- a()
184
- ], e.prototype, "position", null);
185
- o([
186
- a()
187
- ], e.prototype, "direction", null);
188
- o([
189
- h()
190
- ], e.prototype, "shadowMinZ", null);
191
- o([
192
- h()
193
- ], e.prototype, "shadowMaxZ", null);
194
- export {
195
- e as ShadowLight
196
- };
@@ -1,287 +0,0 @@
1
- import { __decorate as s } from "../tslib.es6.esm.js";
2
- import { serialize as u, serializeAsTexture as f } from "../Misc/decorators.esm.js";
3
- import { Vector3 as n, Matrix as o } from "../Maths/math.vector.esm.js";
4
- import { Node as T } from "../node.esm.js";
5
- import { Light as _ } from "./light.esm.js";
6
- import { ShadowLight as l } from "./shadowLight.esm.js";
7
- import { Texture as j } from "../Materials/Textures/texture.esm.js";
8
- T.AddNodeConstructor("Light_Type_2", (g, e) => () => new r(g, n.Zero(), n.Zero(), 0, 0, e));
9
- class r extends l {
10
- /**
11
- * Gets the cone angle of the spot light in Radians.
12
- */
13
- get angle() {
14
- return this._angle;
15
- }
16
- /**
17
- * Sets the cone angle of the spot light in Radians.
18
- */
19
- set angle(e) {
20
- this._angle = e, this._cosHalfAngle = Math.cos(e * 0.5), this._projectionTextureProjectionLightDirty = !0, this.forceProjectionMatrixCompute(), this._computeAngleValues();
21
- }
22
- /**
23
- * Only used in gltf falloff mode, this defines the angle where
24
- * the directional falloff will start before cutting at angle which could be seen
25
- * as outer angle.
26
- */
27
- get innerAngle() {
28
- return this._innerAngle;
29
- }
30
- /**
31
- * Only used in gltf falloff mode, this defines the angle where
32
- * the directional falloff will start before cutting at angle which could be seen
33
- * as outer angle.
34
- */
35
- set innerAngle(e) {
36
- this._innerAngle = e, this._computeAngleValues();
37
- }
38
- /**
39
- * Allows scaling the angle of the light for shadow generation only.
40
- */
41
- get shadowAngleScale() {
42
- return this._shadowAngleScale;
43
- }
44
- /**
45
- * Allows scaling the angle of the light for shadow generation only.
46
- */
47
- set shadowAngleScale(e) {
48
- this._shadowAngleScale = e, this.forceProjectionMatrixCompute();
49
- }
50
- /**
51
- * Allows reading the projection texture
52
- */
53
- get projectionTextureMatrix() {
54
- return this._projectionTextureMatrix;
55
- }
56
- /**
57
- * Gets the near clip of the Spotlight for texture projection.
58
- */
59
- get projectionTextureLightNear() {
60
- return this._projectionTextureLightNear;
61
- }
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- /**
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- * Sets the near clip of the Spotlight for texture projection.
64
- */
65
- set projectionTextureLightNear(e) {
66
- this._projectionTextureLightNear = e, this._projectionTextureProjectionLightDirty = !0;
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- }
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- /**
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- * Gets the far clip of the Spotlight for texture projection.
70
- */
71
- get projectionTextureLightFar() {
72
- return this._projectionTextureLightFar;
73
- }
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- /**
75
- * Sets the far clip of the Spotlight for texture projection.
76
- */
77
- set projectionTextureLightFar(e) {
78
- this._projectionTextureLightFar = e, this._projectionTextureProjectionLightDirty = !0;
79
- }
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- /**
81
- * Gets the Up vector of the Spotlight for texture projection.
82
- */
83
- get projectionTextureUpDirection() {
84
- return this._projectionTextureUpDirection;
85
- }
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- /**
87
- * Sets the Up vector of the Spotlight for texture projection.
88
- */
89
- set projectionTextureUpDirection(e) {
90
- this._projectionTextureUpDirection = e, this._projectionTextureProjectionLightDirty = !0;
91
- }
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- /**
93
- * Gets the projection texture of the light.
94
- */
95
- get projectionTexture() {
96
- return this._projectionTexture;
97
- }
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- /**
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- * Sets the projection texture of the light.
100
- */
101
- set projectionTexture(e) {
102
- this._projectionTexture !== e && (this._projectionTexture = e, this._projectionTextureDirty = !0, this._projectionTexture && !this._projectionTexture.isReady() && (r._IsProceduralTexture(this._projectionTexture) ? this._projectionTexture.getEffect().executeWhenCompiled(() => {
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- this._markMeshesAsLightDirty();
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- }) : r._IsTexture(this._projectionTexture) && this._projectionTexture.onLoadObservable.addOnce(() => {
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- this._markMeshesAsLightDirty();
106
- })));
107
- }
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- static _IsProceduralTexture(e) {
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- return e.onGeneratedObservable !== void 0;
110
- }
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- static _IsTexture(e) {
112
- return e.onLoadObservable !== void 0;
113
- }
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- /**
115
- * Gets or sets the light projection matrix as used by the projection texture
116
- */
117
- get projectionTextureProjectionLightMatrix() {
118
- return this._projectionTextureProjectionLightMatrix;
119
- }
120
- set projectionTextureProjectionLightMatrix(e) {
121
- this._projectionTextureProjectionLightMatrix = e, this._projectionTextureProjectionLightDirty = !1, this._projectionTextureDirty = !0;
122
- }
123
- /**
124
- * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
125
- * It can cast shadows.
126
- * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction
127
- * @param name The light friendly name
128
- * @param position The position of the spot light in the scene
129
- * @param direction The direction of the light in the scene
130
- * @param angle The cone angle of the light in Radians
131
- * @param exponent The light decay speed with the distance from the emission spot
132
- * @param scene The scene the lights belongs to
133
- */
134
- constructor(e, t, i, h, c, a) {
135
- super(e, a), this._innerAngle = 0, this._projectionTextureMatrix = o.Zero(), this._projectionTextureLightNear = 1e-6, this._projectionTextureLightFar = 1e3, this._projectionTextureUpDirection = n.Up(), this._projectionTextureViewLightDirty = !0, this._projectionTextureProjectionLightDirty = !0, this._projectionTextureDirty = !0, this._projectionTextureViewTargetVector = n.Zero(), this._projectionTextureViewLightMatrix = o.Zero(), this._projectionTextureProjectionLightMatrix = o.Zero(), this._projectionTextureScalingMatrix = o.FromValues(0.5, 0, 0, 0, 0, 0.5, 0, 0, 0, 0, 0.5, 0, 0.5, 0.5, 0.5, 1), this.position = t, this.direction = i, this.angle = h, this.exponent = c;
136
- }
137
- /**
138
- * Returns the string "SpotLight".
139
- * @returns the class name
140
- */
141
- getClassName() {
142
- return "SpotLight";
143
- }
144
- /**
145
- * Returns the integer 2.
146
- * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
147
- */
148
- getTypeID() {
149
- return _.LIGHTTYPEID_SPOTLIGHT;
150
- }
151
- /**
152
- * Overrides the direction setter to recompute the projection texture view light Matrix.
153
- * @param value
154
- */
155
- _setDirection(e) {
156
- super._setDirection(e), this._projectionTextureViewLightDirty = !0;
157
- }
158
- /**
159
- * Overrides the position setter to recompute the projection texture view light Matrix.
160
- * @param value
161
- */
162
- _setPosition(e) {
163
- super._setPosition(e), this._projectionTextureViewLightDirty = !0;
164
- }
165
- /**
166
- * Sets the passed matrix "matrix" as perspective projection matrix for the shadows and the passed view matrix with the fov equal to the SpotLight angle and and aspect ratio of 1.0.
167
- * Returns the SpotLight.
168
- * @param matrix
169
- * @param viewMatrix
170
- * @param renderList
171
- */
172
- // eslint-disable-next-line @typescript-eslint/no-unused-vars
173
- _setDefaultShadowProjectionMatrix(e, t, i) {
174
- const h = this.getScene().activeCamera;
175
- if (!h)
176
- return;
177
- this._shadowAngleScale = this._shadowAngleScale || 1;
178
- const c = this._shadowAngleScale * this._angle, a = this.shadowMinZ !== void 0 ? this.shadowMinZ : h.minZ, x = this.shadowMaxZ !== void 0 ? this.shadowMaxZ : h.maxZ, p = this.getScene().getEngine().useReverseDepthBuffer;
179
- o.PerspectiveFovLHToRef(c, 1, p ? x : a, p ? a : x, e, !0, this._scene.getEngine().isNDCHalfZRange, void 0, p);
180
- }
181
- _computeProjectionTextureViewLightMatrix() {
182
- this._projectionTextureViewLightDirty = !1, this._projectionTextureDirty = !0, this.getAbsolutePosition().addToRef(this.direction, this._projectionTextureViewTargetVector), o.LookAtLHToRef(this.getAbsolutePosition(), this._projectionTextureViewTargetVector, this._projectionTextureUpDirection, this._projectionTextureViewLightMatrix);
183
- }
184
- _computeProjectionTextureProjectionLightMatrix() {
185
- this._projectionTextureProjectionLightDirty = !1, this._projectionTextureDirty = !0;
186
- const e = this.projectionTextureLightFar, t = this.projectionTextureLightNear, i = e / (e - t), h = -i * t, c = 1 / Math.tan(this._angle / 2), a = 1;
187
- o.FromValuesToRef(c / a, 0, 0, 0, 0, c, 0, 0, 0, 0, i, 1, 0, 0, h, 0, this._projectionTextureProjectionLightMatrix);
188
- }
189
- /**
190
- * Main function for light texture projection matrix computing.
191
- */
192
- _computeProjectionTextureMatrix() {
193
- if (this._projectionTextureDirty = !1, this._projectionTextureViewLightMatrix.multiplyToRef(this._projectionTextureProjectionLightMatrix, this._projectionTextureMatrix), this._projectionTexture instanceof j) {
194
- const e = this._projectionTexture.uScale / 2, t = this._projectionTexture.vScale / 2;
195
- o.FromValuesToRef(e, 0, 0, 0, 0, t, 0, 0, 0, 0, 0.5, 0, 0.5, 0.5, 0.5, 1, this._projectionTextureScalingMatrix);
196
- }
197
- this._projectionTextureMatrix.multiplyToRef(this._projectionTextureScalingMatrix, this._projectionTextureMatrix);
198
- }
199
- _buildUniformLayout() {
200
- this._uniformBuffer.addUniform("vLightData", 4), this._uniformBuffer.addUniform("vLightDiffuse", 4), this._uniformBuffer.addUniform("vLightSpecular", 4), this._uniformBuffer.addUniform("vLightDirection", 3), this._uniformBuffer.addUniform("vLightFalloff", 4), this._uniformBuffer.addUniform("shadowsInfo", 3), this._uniformBuffer.addUniform("depthValues", 2), this._uniformBuffer.create();
201
- }
202
- _computeAngleValues() {
203
- this._lightAngleScale = 1 / Math.max(1e-3, Math.cos(this._innerAngle * 0.5) - this._cosHalfAngle), this._lightAngleOffset = -this._cosHalfAngle * this._lightAngleScale;
204
- }
205
- /**
206
- * Sets the passed Effect "effect" with the Light textures.
207
- * @param effect The effect to update
208
- * @param lightIndex The index of the light in the effect to update
209
- * @returns The light
210
- */
211
- transferTexturesToEffect(e, t) {
212
- return this.projectionTexture && this.projectionTexture.isReady() && (this._projectionTextureViewLightDirty && this._computeProjectionTextureViewLightMatrix(), this._projectionTextureProjectionLightDirty && this._computeProjectionTextureProjectionLightMatrix(), this._projectionTextureDirty && this._computeProjectionTextureMatrix(), e.setMatrix("textureProjectionMatrix" + t, this._projectionTextureMatrix), e.setTexture("projectionLightSampler" + t, this.projectionTexture)), this;
213
- }
214
- /**
215
- * Sets the passed Effect object with the SpotLight transformed position (or position if not parented) and normalized direction.
216
- * @param effect The effect to update
217
- * @param lightIndex The index of the light in the effect to update
218
- * @returns The spot light
219
- */
220
- transferToEffect(e, t) {
221
- let i;
222
- return this.computeTransformedInformation() ? (this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, this.exponent, t), i = n.Normalize(this.transformedDirection)) : (this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, this.exponent, t), i = n.Normalize(this.direction)), this._uniformBuffer.updateFloat4("vLightDirection", i.x, i.y, i.z, this._cosHalfAngle, t), this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, this._lightAngleScale, this._lightAngleOffset, t), this;
223
- }
224
- transferToNodeMaterialEffect(e, t) {
225
- let i;
226
- return this.computeTransformedInformation() ? i = n.Normalize(this.transformedDirection) : i = n.Normalize(this.direction), this.getScene().useRightHandedSystem ? e.setFloat3(t, -i.x, -i.y, -i.z) : e.setFloat3(t, i.x, i.y, i.z), this;
227
- }
228
- /**
229
- * Disposes the light and the associated resources.
230
- */
231
- dispose() {
232
- super.dispose(), this._projectionTexture && this._projectionTexture.dispose();
233
- }
234
- /**
235
- * Gets the minZ used for shadow according to both the scene and the light.
236
- * @param activeCamera The camera we are returning the min for
237
- * @returns the depth min z
238
- */
239
- getDepthMinZ(e) {
240
- const t = this._scene.getEngine(), i = this.shadowMinZ !== void 0 ? this.shadowMinZ : e.minZ;
241
- return t.useReverseDepthBuffer && t.isNDCHalfZRange ? i : this._scene.getEngine().isNDCHalfZRange ? 0 : i;
242
- }
243
- /**
244
- * Gets the maxZ used for shadow according to both the scene and the light.
245
- * @param activeCamera The camera we are returning the max for
246
- * @returns the depth max z
247
- */
248
- getDepthMaxZ(e) {
249
- const t = this._scene.getEngine(), i = this.shadowMaxZ !== void 0 ? this.shadowMaxZ : e.maxZ;
250
- return t.useReverseDepthBuffer && t.isNDCHalfZRange ? 0 : i;
251
- }
252
- /**
253
- * Prepares the list of defines specific to the light type.
254
- * @param defines the list of defines
255
- * @param lightIndex defines the index of the light for the effect
256
- */
257
- prepareLightSpecificDefines(e, t) {
258
- e["SPOTLIGHT" + t] = !0, e["PROJECTEDLIGHTTEXTURE" + t] = !!(this.projectionTexture && this.projectionTexture.isReady());
259
- }
260
- }
261
- s([
262
- u()
263
- ], r.prototype, "angle", null);
264
- s([
265
- u()
266
- ], r.prototype, "innerAngle", null);
267
- s([
268
- u()
269
- ], r.prototype, "shadowAngleScale", null);
270
- s([
271
- u()
272
- ], r.prototype, "exponent", void 0);
273
- s([
274
- u()
275
- ], r.prototype, "projectionTextureLightNear", null);
276
- s([
277
- u()
278
- ], r.prototype, "projectionTextureLightFar", null);
279
- s([
280
- u()
281
- ], r.prototype, "projectionTextureUpDirection", null);
282
- s([
283
- f("projectedLightTexture")
284
- ], r.prototype, "_projectionTexture", void 0);
285
- export {
286
- r as SpotLight
287
- };